From: Micah J W. <mx...@po...> - 2002-07-25 19:50:52
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So I have an outline for what I think is a pretty decent long story line which could work for a single player game. Some thoughts I've been having: The main issue I've been having from a pure game-play perspective is how to keep the privateer, free-form feel through out. I'm having trouble finding a way to prevent the second half of the plot from being one mission after another in the Wing-Commander vein. Hopefully clever mission planning and more suble ways of getting missions (e.g. from characters at bars) should ease that a bit. A more technical type of thing is how to have more complex interactions. It would be really cool to be able to do all of the base-type dialogs through python, so things like "cut-scenes" and what have you could be integrated without adding overhead to the back-end. I started thinking about this 'cause I think I've found a way to start the game without resorting to the "your uncle dies... you get amnesia... " round of stuff which similar games resort to. You win your ship at cards. But you suck at cards... and thus the plot is started. However, I think it would be really cool to be able to actually play that game (e.g. black-jack w/ computer sticking at less than 10, and going over on everything else) Anyhow, attached should be a revised version of the weapon script... first one sortof didn't get all the attributes 'cause I only looked at the first weapon in the file (oops) -- Micah J Waldstein mx...@po... "Overhead, without any fuss, the stars were going out." -"The Nine Billion Names of God" Arthur C. Clarke |