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June 16th 2007, 12:38 PM
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Kyle
Peasant He/Him Belgium
 
The D-mod I'm working on also focuses a lot on providing a world that has a rich history and different cities with different races and cultures. But, like Meta said, the map size is a BIG obstacle for this. Sure, you could have plenty of towns with great history and story, but if you don't have dungeons or explorable regions you don't really have a game.

When I first returned here and saw that patch 1.08 had map changing built in as a command I thought this would fix it and I was pretty excited about it. But unfortunately it didn't provide a way to store editor seq/frame/type seperately somehow, so switching back and forth between maps (one dungeon map, one world map) isn't possible. This was a dissapointment, and some areas have already been deleted from the original design (in Dink, not on paper obviously).

Right now I'm going to some extremes and trying Tile replacement combined with Visions to create the illusion of more map spaces, but it's probably not going to work out, too much work per screen and it really limits the amount of sprites I can have on a screen (only 99 total, so that's only 49 per "screen").

About actions influencing people's reactions toward you... If you really want to do this kind of thing and you want to do it right, you'd have to build the entire d-mod around it from the start. I'm not saying it isn't possible, but it would be a lot of work and I fear that would go at the expense of the other qualities a d-mod needs. This is even true for real games that go this way.

And people going about their daily lives is something I considered doing, on a smale scale, but it's too late for that now. It's also the kind of thing you have to plan ahead of time to do it right. Things like children playing a game and such and other very small tidbits are in though.