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Title: Run-time Creation/activation/deactivation Of Links


Gumbro - March 17, 2007 07:29 PM (GMT)
Hello,

I noticed this is on the to do list in wiki. Excellent. This would definitely be my most wanted feature.

The need for this feature is for a random map, which resets to different configuration at each game reset. Say, I'd have permanent 10x10 rooms like a grid, but the connections in between these rooms would be different after every reset. I'd also pop random items and characters around the place, but I think this can be already achieved using the built-in functionalities.

Any chances that the feature is coming up at some point? It's pretty fundamental to what I have in mind for the game. Or are there any tricks how to do it until the feature gets officially in?

No rush, though, I'm still reading the manual and customizing the GUI...

Best regards,

G


Cris - March 19, 2007 06:34 PM (GMT)
At this moment you can simulate links by using on-screen objects.

The feature is not quite complicated to implement, if it's so useful to you it can be there in the next release.


Gumbro - March 20, 2007 03:40 PM (GMT)
Yes, please!

I've just started on the game mechanics. All of the mechanics can be tested on a static map. Random map is needed when I have rest of the functionality built in. Given the pace I'm able to progess, it'll be something like June when I would really like to implement the feature, or start using an alternative solution (on-screen objects).

Just to let you know...

G

Marius - March 20, 2007 06:05 PM (GMT)
Hi Gumbro,

I have used objects to link to other rooms many times before. All I have to do is to define an OnLook event for that special item and make it "teleport" the player to the other room. But in my case I know at least the numer of "doors" when writing the game...
Now with the new way to turn off the bigger picture when looking at something a simple click on the item/NPC or whatever will do the trick.

Ofcause it can be OnUse or other events too...
Greets $AGENT.Marius
:rolleyes:

Gumbro - March 20, 2007 07:26 PM (GMT)
Yeah, that's the way it's going to go unless I get the means to handle the LINKs themselves.

It would be pretty neat to allow the players action, such as OnLook at object, create the link, a new room behind the link, and the content inside the room. And then move the player into that newly created room. Think of it like a persistent universe slowly expanding as players move around. This could probably be achieved with run-time creation of links, rooms and content into the rooms.

G

Cris - March 29, 2007 01:11 PM (GMT)
An update:

The NewLink function is there - so check out the new release.

This actually completes the scripting tools for enhaning your $WORLD at run time.

Now the only problem you have is to find a way to make the changes persistent, but this would be a later step.
In the meantime you can use SaveSetting/getSetting to store and retrieve tre dynamically-created information.


Gumbro - March 29, 2007 03:49 PM (GMT)
Wow!

Thanks a lot! I already have enough functionality in my game to test this. Because the current version of the game will reset each time the Goal is achieved, persistence is not an issue at the moment. It's a simple game, at this stage there are no save games either.

However, once I get this one running for real, the next step is obviously an ever-expanding universe.

G

Gumbro - April 5, 2007 12:30 PM (GMT)
Hello,

With the upcoming feature NewLink, will it be also possible to check the existence of links by script? I'd like to set the scene image according to the link(s) out of room. For example something like this:

CODE

If ExistsLink(room,N)
 room.image(N) = NewImage(...)
End_if

If ExistsLink(room,S)
 room.image(S) = NewImage(...)
End_If


With this feature I could show the appropriate image for the scene. For example a wall, or a wall with a hole in it.

G




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