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Posted 22 August 2000 - 06:36 PM
Original post by dwarfsoft
My friend was suggesting that there should be a scream button in Diablo II for during the battle.
Posted 22 August 2000 - 06:43 PM
Original post by Kaon
Random encounters need to be more controlled by the player. I remember I used to save/load about 100 times in Baldur''s Gate and Fallout II just to avoid getting an encounter. That used to annoy me alot. Instead I think there should be a choice for the player. Because if you make the player fight every encounter, he''ll just save/load 1,000,000 times to avoid it (I will ).
Posted 22 August 2000 - 06:46 PM
Original post by Anonymous Poster.
If you pick up any tabletop DnD module, (well, a good one, anyway) you'll see a better random encounter table than in any CRPG I've seen. They're modified by time of day, terrain, a slim chance of a "special encounter", (well, at least fallout had _those_) current status in the campaign; and then, when you go to the lookups, you see at least some sort of quickie description of what the creature/person was busy doing when you happened along. You would never see a creature "just hanging out". Also, not all encounters had to end in combat. Wouldn't it be nice if in a CRPG, you once in awhile encountered something other than a group of hostile monsters, like a knight returning from a Holy War, a "monster" who was cast out of his/her tribe, some unemployed serfs from the castle you just sacked & looted, anything?
Posted 22 August 2000 - 06:54 PM
Original post by C-Junkie
If you ask me, It''s simpler if you just make the game turn based.
But, unless you''re going for infinite accuracy...Try giving each npc priorities for running. Closer ones have priority 1. further have 2 etc..
then run them like 1 2 1 3 1 2 1 4 1 2 1 3 1 2 etc...
But keep track of "timeframe" in each NPC and give them orders long enough to bring them to the next time they''re AI runs.
So 1 runs every say 2 frames, 2 every 4, 3 every 8, 4 every 16 etc.
Posted 22 August 2000 - 07:26 PM
Posted 23 August 2000 - 03:12 AM
Posted 23 August 2000 - 03:57 AM
unless you''re going w/ the idea of making a short, compact experience. So the next best thing would be what we''re describing, basically giving the illusion of meaningful encounters through better random tables.
You could even have small side-quests based off of random encounters.