Problems (not onley) with more characters

Started by , Thu 09/11/2006 14:15:42

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Amber

Hello
I would like to make a bit more complicated game and I'm not sure about some things and I thought I'd rather ask before I even start, so I can change the concept in time.

Most of my problems are from the fact that I want the player choose from 10 possible characters onley 2 which are playable. I think I could achieve this by different views somehow, but what if I need graphically different GUIs for each of the views?

Another problem if I use views is different level of maximal life, stamnia or magical energy each of the characters would have and different relations between them (e.g. critical life would decrease the level of stamnia through time differently)

Next, I want to have fighting 1st person, so it'd transport the player to a different room with the thing he's fighting with, I would make onley one room for each of the monsters, but what if the player chooses to run away with the character and then returns later to the same creature, I would like that if it's the same day the life level of the creature would be in the state the character left it, but not if he starts fighting with another of the same kind.

Is there a possibility how to do this?
Really thank you for your help

Khris

AGS allows to you to customize practically everything, it's by far not as restricted as your usual klik'n'play-creator-thingie.

All the things you've mentioned can be done easily with a bit of scripting, and there are multiple solutions for each one.
I'll briefly address all of them:

You won't need views if you want to implement 2 characters out of ten. Just create 10 chars, then set the player character to the first one and store the second one in a variable.
Having a seperate GUI for each of the chars is achieved in a similiar way. You could either create 10 GUIs, then activate which ever one belongs to the player char. Or you could simply design different skins and use one GUI only, if the button positions and stuff aren't supposed to differ from char to char.

Storing RPG-values for the chars can be done with variables, too. A global array like e.g. health[10] which will allow you to access its members by using health[cMonk.ID] is enough.

A Quest for Glory-type fighting screen isn't hard to implement, too. And it's absolutely possible to change a monster's health dependent on the amount of time that has passed between battles.

AGS is capable of much more than the things listed here, so feel free to learn the scripting language and figure out how exactly things are to be done. :)

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