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January 21st 2008, 08:08 AM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Power-ups are only going to be able to be picked up by the player. Unless I do the thing where the npc grabs hearts when he's low on health. This will allow total controllability of what player gets what item. If there is a strength potion, the player decides which hero needs it most and then picks it up with that character. It'll add more strategy.

I haven't done the potions thing yet. It sounds like a good idea. I had intended for the player to switch and give the other character a potion, but I'll add in a script for that as well. There were also plans for Rick (Dink's friend) to have healing magic. He would obviously cast this when someone needs it if he has the magic for it.

No bow yet. That'll come in with the npc commands (hopefully.) If I added that, he would probably just shoot without charging up, so it would kinda pointless considering that it would act like a fireball (which he will have at the least.)

I've included touch damage scripts for enemies (ones that will hurt the npc.) I don't know if anyone would use them since the npc doesn't pay attention to when he's being hurt, therefore absorbing it all and dying quickly.

I've added a script that displays the stats of the npc (name, strength, defense, and magic included.) It appears to slow down the game though so that of course is easy to remove by removing a spawn("script") line in start1.c and savebot.c. I think I'm going to make a tiny little choice menu stat displayer as an alternative. Both of these will be included.

Is anyone good with making npcs be smart? Such as avoiding touch damage, not getting stuck on sprites/hardness trying to get to a target/ etc.. I could use help in those areas. And possibly a better shoot script