The Dink Network

Reply to Re: interesting concepts for DMODs

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:
 
 
June 17th 2007, 01:28 AM
sob_scorpy.gif
DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
First of all, you explained all that very well rabidwolf. My D-Mod does have some little things like people going around their daily chores and kids playing games and such. I think the little things like that really make a game interesting. even if you don't really notice it. You see, if you have none of that, it's just boring. But, if you have people talking in the background or something, it just tempts the player to listen in on the conversation and possibly learn something.

About the thing where you go out of a house and when you go straight back in and the person's not there, you could have a variable set to 0 and have a main procedure inside that house which changes the variable to 1, then when you go outside, you could have a script attached to the screen or something, saying if the variable equals 1 then create a new sprite outside the door and make him walk off the screen. Then set it to 2 and on the next screen when you go on it have it say if the variable equals 2 then have him go up and talk to the guy at the stall selling stuff.

The little things like that really add a lot to the game.