RPG's;
I think a very important aspect of diverging into multiple genres of game-play,
Lee is #1, to have the feature of >>Spawning assets<< on the fly via script, the same
way Sprites are done. That would be a very good help to get other things going.
And I should mention that YES, I am in the early stages of trying to do a RPG
game in GG Classic!
It would be a 2d- 3d endless world combo. Big project, real-world work has slowed
it down. But as 3com mentions above; Concern #2-- a very big concern is
>>Stand- alones<< and the issues that can occur whenever delving into a highly
customized map creation. One of your guys might want to practically specialize in
that itself. And number #3 would be >>levels that retain the memory<< as you move
between them. That's why I'm trying to make only a procedural, one level game.
But I think others would not be too privy to that strategy.
>>More Text options!!<< more fonts and sizes, and could you possible go into the
>>entire ASCII table<< for text?
Also... // edit #1 //
Take a look here: function PromptLocal(e,str) -- where are the x,y,z offsets?! What's
the use of text in one spot?? I now realize that if I where to add a second object that
was offset from first object and then Hide(e) second object, a person could use this
in the offset position they desire. These work arounds for everyone are not so clear
at first.
Someone posted this for me to GitHub perhaps 6-8 months ago. What the use of it?
Putting something like a name or health bar (in TEXT) *above* an entity like is pretty
common in many game types.
Will keep mulling over more RPG idea essentials.
Okay.. // edit #2 //
I added a few months back some code to GamePlayerControl to help with swimming.
I posted that here in the forums, not just my own- BTW.
It was awkward, but just ONE thing would help tremendously to get swimming
movement much better. {{ForcePlayer ( angle, velocity ) where angle is the angle and physics velocity to push the player}}
It only moves Player HORIZONTALLY.
Where is the *Vertical Angle*?! As it is, I was using JetPack thrust to compensate, and
TransportToFreezePosition(), etc But it was stop and go instead of smooth swimming!
Just adding a Vertical Angle to ForcePlayer would probably take care of nearly
everything. One little tweak.