So, if you haven't read part 1, read it now by clicking here.
So yes.
We we're talking about Quests and NPC shops last time we set off. Part 2 will probably be the last if not second to last part.
Lets just begin...
3. Informative:
Informative, we've kinda done that.
We added "Helper" a convenient helping and informative character to two positions in our game.
The museum and the main room.
Pretty much, that's it.
4. Quests (continued):
So #2 talked about Quests.
I wanted to go farther in depth with this by putting out that quests could be rewarding, putting characters in interesting situations to go to observatories, go to mission control and collect data, go to the servers, fix something, find something, etc. The possibilities are endless, but the formula finding what that would be would be something of the sort: (just an example, not actual code)
player_status:"questname" if
---first quest
talk_fn(character_class"helper(4)"))
find_fn(missinglense: brick_name"missinglense1"))
return_fn(character_class"helper(4)"))
talking_fn(character_class"helper(4)"))
etc. that's just a a formulated example, not actual code.
THAT ISN'T EVEN CLOSE TO LUA.
LOL.
So there ya go for your broadened things.
But, using another formula, lets say you get the wrong path, instead the script formulates two possible endings like...
if_path(1) = success (reward, quest completed)
if_path(2) = failure (no reward, quest marked incomplete)
Another formula there: lots easier to make notes like that.
So per say you're looking for a 200ml can of rootbeer, and you pick up a 100ml can of rootbeer and take it back, they would say that you have to find the 200ml, and if you take it back wrong it would say you basically failed, and that it's "okay". lol (funny).
So there's fun for ya.
What I do on the weekends, you will never know.
lol...
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LOADING COMPLETED.
That's about it.
Thanks for reading, I don't know if this is the last part, but if it is, thanks for reading Part 1 and 2.
If not, then see you in Part 3? lol.
- Darwin12
Welcome to the Darwin12 Company Blog. Operated by Darwin12 of ROBLOX and Minecraft.
Nothing to Feature here right now :P
Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts
Friday, April 6, 2012
Wednesday, February 1, 2012
NPC Development: Part 1 - NPC usage in R.S.A H3
Before we begin, NPC means Non-Player Characters.
As of today, since you are wondering, I am calling R.S.A H2, R.S.A H3 from now on.
If not, I'll reference it as either RSAH2_DEV (until it is completed) or R.S.A H2 or H3.
It really depends on how I define it.
Anyway. This is part 1 of a series of posts on NPC development. For some reason I named it that.
Because I may be making 2 or 3 posts about NPC developments.
Anyway, welcome to Part 1: NPC Usage in R.S.A H3.
I'll begin with the dynamic ideas for usage in R.S.A H3:
1. NPC Shops
Considering the new "Cash" feature which is due for use when you visit the game more often, or as you explore the game. I intend to add tons more features, like the ability to climb mountains (for fun), go underground, play cool games, or go to observatories. I still want the game to include an element of understandable fun.
You could use an NPC shop for the ability to buy things with cash in the game.
2. Quests?
It seems ridiculous that in an HQ, that you would include an element of quests. Like the ability to find stars, gather space data, do work at the Aeriwin Academy, also useful for money making.
This was just part 1! We will explore 2 or more in Part 2!
- Darwin12
As of today, since you are wondering, I am calling R.S.A H2, R.S.A H3 from now on.
If not, I'll reference it as either RSAH2_DEV (until it is completed) or R.S.A H2 or H3.
It really depends on how I define it.
Anyway. This is part 1 of a series of posts on NPC development. For some reason I named it that.
Because I may be making 2 or 3 posts about NPC developments.
Anyway, welcome to Part 1: NPC Usage in R.S.A H3.
I'll begin with the dynamic ideas for usage in R.S.A H3:
1. NPC Shops
Considering the new "Cash" feature which is due for use when you visit the game more often, or as you explore the game. I intend to add tons more features, like the ability to climb mountains (for fun), go underground, play cool games, or go to observatories. I still want the game to include an element of understandable fun.
You could use an NPC shop for the ability to buy things with cash in the game.
2. Quests?
It seems ridiculous that in an HQ, that you would include an element of quests. Like the ability to find stars, gather space data, do work at the Aeriwin Academy, also useful for money making.
This was just part 1! We will explore 2 or more in Part 2!
- Darwin12
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