Re: OT: Multiball! (Re: Orbquest)



On Apr 25, 6:32 pm, abcgi.codemon...@xxxxxxxxx wrote:
On Apr 25, 1:32 am, Pointless <Pointless...@xxxxxxxxx> wrote:



On Apr 23, 10:51 pm, Pointless <Pointless...@xxxxxxxxx> wrote:

On Apr 23, 6:55 pm, Antoine <antoine.from.r...@xxxxxxxxx> wrote:

On Apr 24, 9:06 am, Slash <java.ko...@xxxxxxxxx> wrote:

On Apr 23, 3:22 pm, Antoine <antoine.from.r...@xxxxxxxxx> wrote:

On Apr 23, 11:59 pm, lochok <loc...@xxxxxxxxxxxxxxx> wrote:

On Mon, 23 Apr 2007 03:57:48 -0700, Antoine wrote:
On Apr 23, 10:42 pm, Gerry Quinn <ger...@xxxxxxxxxxxxxxxxxxx> wrote:
In article <1177296153.874057.28...@xxxxxxxxxxxxxxxxxxxxxxxxxxxx>,
abcgi.codemon...@xxxxxxxxx says...
SNIP

I think my original concept of Guild was that you'd usually play the
warrior and go round bumping into monsters with the cleric following
you casting Heal. When you got in trouble you'd switch to the wizard
and cast a couple of good spells, and when you were exploring you'd
switch to the rogue, leave the rest of the party behind and go and
search a bit.

Everything else was just detail :)

A nice abstract... I think the concept still applies!

Sometimes I wonder if you could get a similar effect by representing
the entire party by a single @ and noting who's in charge at any given
time...

A.

Have you ever played Final Fantasy XII? If not, I suggest you read up
on the combat system. It basically uses a series of conditionals with
commands attached to them. So the character can be programmed to cast
heal whenever a party member drops below 50%, and attack otherwise.
Players can also pause the game and manually input commands. This
allows a single player to control a party of three characters in real
time. Since your game is turn-based, there might be a way to take this
system and simplify it in exchange for requiring more input.

Wow, I've been thinking about this all night. I think I'll put this in
my game. The input is player-controlled, so there's no companion-AI,
and the output is limited to a certain set of actions. Also, it would
be simple to make a party leader using preexisting code. Party
commands and interface would be a snap.

pointless - it would also be good to download and play Guild, it is
the best example of a party based RL I have seen. You will see that
Antoine has added some of the things you talk about.

Antoine - I don't think Guild would of been as much fun as just a
single @ that represents a party, although that is an idea. It was fun
to see your party arrayed against the enemy, sometimes bringing to
mind a war scene.

--
ABCGihttp://codemonkey.sunsite.dk/blog

Maybe I didn't explain this well enough. Antoine complained that a
complicated interface was one of the problems in developing his multi-
character RL. Currently in Guild, there is a system of automated
scripts that are activated using 'o'rders. My suggestion is to
automate the use of orders, but place them under player control. For
example, instead of requiring the player to order his party members to
run whenever the party is in trouble, give the player the ability to
automatically have all characters run when a certain hit point
threshold is reached, or something.

Any similarities to Antoine's game that you noticed, I was just
pointing out ways this interface could easily be merged with
preexisting gameplay. I was merely suggesting a way to automate the
current party intelligence and improve the interface. The unique thing
about Final Fantasy XII that differs from Guild is that it allows the
player to create automated scripts that determine character actions.
This allows a party of characters to be controlled in real time,
because their actions are, for the most part, predetermined by the
player in a custom script.

Honestly, I think Warp Rogue is a better exemplification of this
system, because the party leader is controlled individually, while the
other characters are automated. But it would be nice to have some
control of the computer-controlled characters' actions, perhaps using
conditionals or some other method.

.



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