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    2 Questions.

    During my game you go to court. You are asked several questions, I want it so if you answer to many questions to your disadvantage, you are found guilty. The problem is if you get one question wrong your automtically are found guilty. I need some help fixing this

    Second question. How can I set a level requirment on a weapon. I need this because in my game you do quests and win your equipment, there is no money. So i need level limits to prevent rigdibility(I know thats not a real word.)
    Ascendancy

    #2
    Re: 2 Questions.

    1. Use a variable, and have it rise with correct answers and fall with incorrect. Start with, say, 5 on the variable. Then, make it at the END that if the variable is at or below a certain #, you're guilty.

    2. No real way to do this besides good game design. :/

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      #3
      Re: 2 Questions.

      Yeah, I will use the first one. On the second one though I was thinking. What if you make a set of characters that look the same and have the same name, but cant equip the same weapons, and if you dont make random encounters. The exp will be perfectly modified so that after so many battles the game will know what level you are. I don't know i'll have to look into it more.
      Ascendancy

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        #4
        Re: 2 Questions.

        Well with no random encounters you don't need alt characters, just tie a variable to EXP and use that to determine whether you get it or not.

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          #5
          Re: 2 Questions.

          Hmm... Yeah I see what your saying, still its alot of work just for weapon levels. I was looking into another thing but I dont know either. You dont use money during the regular game course, but you set a trigger to that when you level up you get 1 gold, so when you achieve the right level. You can afford it.
          Ascendancy

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            #6
            Re: 2 Questions.

            Using a variable is a LOT easier then creating multiple characters, considering youll need a diferent set of characters for each weapon, and multiple events after every battle to spread exp across all characters.
            Last edited by JPS; 03-15-2008, 11:08 AM.

            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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              #7
              Re: 2 Questions.

              Originally posted by Heroic Falnor View Post
              You dont use money during the regular game course, but you set a trigger to that when you level up you get 1 gold, so when you achieve the right level. You can afford it.
              Not to burst everyone's negitivity bubble, but what's the problem with that idea?

              I mean in theory, the problem arises that you MIGHT not be able to afford the best weapon by the end of the game should the player miss an (level up) event and/or buy new/better weaponry/equipment at every available chance, but this even brings some strategy into the game.

              You also automatically give the game a "Guild" (for lack of a better word) feeling, as you "earn" money (and levels) by completing quests (ie: killing dungeon bosses).

              Its a lot like Fable, but more rigid in so much as it seems more planned out by me just now, whereas I had nothing to do with Fable...
              Last edited by MagusMartovich; 03-17-2008, 08:42 PM.
              A God from the Machine - Menander

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