The Dink Network

Reply to Re: Map Development Hardest Part of Dmod

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
August 12th 2005, 07:00 AM
fish.gif
Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
@MiloBones:
Let's say you're writing a program in C ... but the analogy is probably clear

Ah yeah, but that's certainly true for programming a program. It's just that when I thought about it, it would seem so much work for mapdecoration as you'd have to set all the carrots' coordinates through a script. For small bits of code that are used often, it's useful but a carrot-farm as decoration doesn't appear that much in a D-Mod unless it's "Dink Smallwood and the Carrot-Farm". I get your point though

@igloo15:
True, I tend to do some mapping, then some scripting and then some mapping again - usually the areas that I just created. The downside is that when I more feel like mapping, I create various areas and my scripting of them is lacking i.e. several areas without scripting. And then it can get boring because you have ideas for coming areas but you still need to do earlier parts. As a result, my current D-Mod (which I haven't done much about recently ), has been scripted up to the point where 'the map is' but in the places where the player has several choices, I've only done 1 or 2 and I'll have to do the other options later because I don't feel like doing them now