Awor Szurkrarz
Arcane
- Joined
- Dec 11, 2009
- Messages
- 21,899
How about a minimum intelligence level to prevent min-maxing int?
shihonage said:Ground items are quite a pain in the ass, because I have to determine when you're supposed to be able to click on them, i.e. when the objects in front of it are transparent so you can see it... among other things.
It was initially planned to not have intelligence-influenced dialogue, and now I'm back to that idea. Nobody REALLY wants to play dumb ass characters, but people still want to have unique dialogue options each time they play.
Awor Szurkrarz said:How about a minimum intelligence level to prevent min-maxing int?
zenbitz said:INORITE? Plus, you have to decide if you have generic "loot" graphics or have each individual doo dad hand crafted in 3D and rendered in 2D or some classes of items...
But the "clickable" difficulty explains why in most late-90s era 2D games stuff tends to get dropped in "unclickable" or "barely clickable" locations (Z-ordering bugs). But hey, free pixel hunt!
Having dumb dialog is funny and cute and super fallout-y... but yeah. I mean really, how could it be worth the effort? Maybe if you wrote a nice little "dumb dialog" generator.
Scaled down versions of inventory item images may work.
zenbitz said:What if there is more than one item? You are back to generic loot.
Building an engine takes sooooo long.... When will we see the game finished?shihonage said:When the items are finished, then I get started on real doors !
shihonage said:Today my Russian boss yelled in my face if I'm too hardcore ("slishkom krutoi, chto li ?") to update a specific set of shortcuts in time.
shihonage said:It's all Dostoevsky's fault.