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Everything posted by Shadowstrider
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Newsflash! Most modern script languages do, actually.
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/* Function to add increments of one to local variables. */ void IncreaseLocalInt(object oTarget, string sVariable) { SetLocalInt(oTarget, sVariable, GetLocalInt(oTarget, sVariable)+1); } /* Function to decrease variable by one. */ void DecreaseLocalInt(object oTarget,string sVariable) { SetLocalInt(oTarget,sVariable,GetLocalInt(oTarget,sVariable)-1); } /* Define oPC, no matter the method. */ object GetPC() { if(GetPCSpeaker()!=OBJECT_INVALID) return GetPCSpeaker(); if(GetEnteringObject()!=OBJECT_INVALID) return GetEnteringObject(); return OBJECT_SELF; } There is a nice include for you. It allows you to increase and decrease variables by 1. It is that simple. The lower function allows you to detect the PC whether it is during conversation or entering a trigger. If you can't figure it out from there, I really can't help.
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Yes. But that would be the worst way to do it. Setting variables would be the more appropriate way.
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LAWL! I'm not going to disagree with that. Obviously, it is absurd. I don't think anyone is saying "small choice = big consequence." Big choice = Big consequence. No one is going to throw around choices willy-nilly that would effect something so big as the UBG, without SOME information.
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no offense, but we think you ain't looking at this from a writer's perspective. predictability is exactly why villains in crpgs can be developed to a much greater degree... they is static. you cannot write a compelling character that is unknown to the writer. come up with all kinds o' wacky randomness and then tell somebody else to write good dialogues to match the situations... and advance a story that is meant to capture the imagination of the player. HA! end up with 4 very different villains who signifficantly alter the choke point encounters and the ultimate resolution of game? is a bad thing? HA! Good Fun! <{POST_SNAPBACK}> I don't think predictability is a prerequisite for a good villain. Not at all. If you're villain is a stark-raving madman, he shouldn't be predictable. Also, it is not that the WRITER does not know the villain, it is that the player doesn't. This, also, is not a prerequisite for a good villain. Also, I did not say that having multiple villains is a bad thing, I think your idea simplifies it to the point where it isn't dynamic at all. It just varies from game choice to game choice. What if you piss off multiple people enough for them to both become the UBG? What then? The idea of multiple bad guys is fine, and it could be done very well. I just don't think your way is the best way.
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I don't care if the outcome of the choices are predictable or not. Some should be, others shouldn't. If you murder someone on the street, and don't know them at all, you shouldn't see it coming that his father is the big bad who will come after you for killing his son. IC choice = IC consequence. I don't like that if you pick a string of choices, you get the same villain everytime. If you're pitching the idea on a dynamic enemy system, they should be unpredictable.
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I think you would like the documents I'm working on now, Grommie. Nothing so simple as "choice X corresponds to villain X, with Y going to Y." It does have a similar effect on gameplay, without the predictability factor.
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Villain 1/ Villain 2/ Villain 3/ Villain 4 2/1/5/2 VILLAIN 3! NO WHAMMIES.
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So, all you want is a list of possible antagonists and a list of several issues with different options. Each option is associated with one antagonist. Whatever villain's column has the most tallies is the "winner" and becomes the villain. I don't like it, but yeah it could work. Editted for typos.
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There are more efficient, and better ways to change the feel of a game with each play through. If you're having a large-scale conflict keeping the true leaders of the bad guys secret is possible. That doesn't work so well in all stories, however. In BG2, if Irenicus had been a mystery, the game would have pretty much sucked (and I didn't like the story much, as is).
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I don't think having the primary antagonist shift is a good thing, in my opinion. Its not that it isn't doable, but having the primary "bad guy" fade out and having a new fade in can be an awkward transition in a story. It wouldn't be impossible, but there are only 3 ways I could see it being done: Inexplicably: You find what you thought was the big bad dead. The new villain(s) appear shortly after and go off on some tangent about how former big bad as a moron who failed, so the subordinate acted to ensure victory. This, ofcourse, will involve heinous amounts of over the top villainous laughter. Betrayal: Someone you know, perhaps one of your "close friends" turns on you. This will, ofcourse, result in you being captured rather than killed. These often do not and will not make much sense, but that person betrayed you so you're damn sure going to kill them. First impression, wrong impression: Group X is bad! Terrible even! Oh wait, now they aren't... so now what? It must've been the one you were working for! Get him! Yes, I am aware there are good versions of these stories, and other ways to do it. I just think it is often done terribly, and distracts from what could otherwise be an enjoyable plot. I have ideas on how it could be done, and done well, but it requires no small amount of effort on the scripting/programming side.
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Worst game I ever played was Pool of Radiance II: Ruins of Myth Drannor. Most disappointing was Lionheart, with Neverwinter Nights being a close second. NWN's saving grace was the amazing toolset, script language, and multiplayer support.
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He is just my minion and future gofer.
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Get back to work.
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I'll show you! You'll see. You'll all see!
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I'm onto you. At anyrate, now I have to redesign my documents because I can no longer claim they are o-rigi-nal.
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Seriously. What you just typed up is almost the exact scenario for some of my design ideas. I hate you.
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Eldar, did you break into my house and read the documents saved on my computer?
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The show is usually very good, but last night's episode was great.
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Don't you mean, now we know the reason ppl say they like Icewind Dale 2 :S <{POST_SNAPBACK}> No.
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If you didn't see that comment coming, then somethin' is wrong. I figured someone would say, might as well be me.
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So we've finally figured out how Volourn is connected to BioWare.
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How does one get recognized as Designer?
Shadowstrider replied to UpdraftKyp's topic in Developers' Corner
The closest thing to that is gamasutra.com, I think. -
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No, I wouldn't. If any of my bosses read this and thought I was, I'd probably resign because I would feel guilty.