Hello.
I'd like to propose a (menu-driven) dialog mode for players.
Something like what you can find in various RPG games.
Description:
- started when player says something to a NPC, like now
- player is presented with text and options, and a free text zone (to not have
all options
Hello.
I'm wondering about NPC (not monsters, but real NPC the player can interact
with) respawning when killed.
If for instance you kill the owner of a tavern, should she respawn?
I can see three options:
- keep the same way it is now, respawn at map reset
- make (some) NPCs unkillable
-
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On 1/5/10 12:13 PM, Nicolas Weeger wrote:
Hello.
I'm wondering about NPC (not monsters, but real NPC the player can interact
with) respawning when killed.
If for instance you kill the owner of a tavern, should she respawn?
So the tavern
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On 1/5/10 12:17 PM, Nicolas Weeger wrote:
Hello.
I'd like to propose a (menu-driven) dialog mode for players.
Something like what you can find in various RPG games.
Description:
- started when player says something to a NPC, like now
Would
So the tavern owner would never respawn .. ever?
That's the subject of this thread :)
What about making the NPC un-attackable or immune to all attacks?
= unkillable.
Going with you preferred option listed above.. what happens when that
NPC dies for some reason? Another nearby NPC is
Would the dialog system (at least, initially) work like it does now?
Meaning, NPC response is based on key word(s) from the player character?
Yes, probably keywords.
Though the player wouldn't use the 'say' command, but click on the selected
reply in the dialog.
Game-wise the player will see
Having the NPC's be unkillable is the easiest approach - all that is needed
is
set up of proper immunities, etc to do so.
Having new ones spawn is reasonable, but I then start wondering what do we
really get from that vs making them unkillable? If the bar tender is killed
and
in a
Nicolas Weeger wrote:
Would the dialog system (at least, initially) work like it does now?
Meaning, NPC response is based on key word(s) from the player character?
Yes, probably keywords.
Though the player wouldn't use the 'say' command, but click on the selected
reply in the dialog.
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