Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Development Info The Broken Hourglass - Where my enemies at?

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Tags: Planewalker Games; The Broken Hourglass

This week we follow Jason Compton from <a href=http://www.planewalkergames.com/>Planewalker Games</a> as he shows us the <a href=http://www.planewalkergames.com/content/view/88/1/>magical code</a> behind random encounters in <a href=http://www.planewalkergames.com/content/view/32/46/>The Broken Hourglass</a>:<blockquote>WeiNGINE can generate and place creatures in numerous ways. We have already discussed the placement of static creatures in an earlier installment of our engine tutorials. Any CREATURETEMPLATE may also be deployed at will, any number of times, using the _create_creature command. It is possible to customize a creature as it is generated with selective attribute upgrades, but a more convenient and automated way to do this is the _encounter statement.
<br>
<br>
_encounter provides an extremely powerful and flexible system to generate anything from random, "wandering monster"-type encounters, to heavily customized variations on established creature types. As such, it can be useful both for incidental combat situations, as well as for planned, "fixed-piece" encounters which simply could benefit from scaling or on-the-fly flexibility. _encounter can create one or more instances of a creature, from one or two CREATURETEMPLATEs. This means _encounter can be used to build a random encounter of "pick one of these six monsters, make four of them, and send them after the party", or to build a "Unique 'captain' and pack of soldiers" fight.</blockquote>Does this mean we can generate tentacle monsters everytime a female character is in the party, and dictate how hard it will be fighting off those tentacles?
<br>
<br>
<br>
Thanks, <b>jcompton</b>!
 
Joined
Feb 10, 2007
Messages
7,715
Role-Player said:
Does this mean we can generate tentacle monsters everytime a female character is in the party, and dictate how hard it will be fighting off those tentacles?
Pix?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom