- Joined
- Jun 15, 2011
- Messages
- 447
Probably, Directors cut
Looks great...
Looks great...
I like the idea of keeping it 1 hit = instant death because that will make you freak out about the encounters more.
library PreventSave initializer onInit
globals
boolean GAME_ALLOW_SAVE=false
endglobals
globals
private dialog D=DialogCreate()
private timer T =CreateTimer()
endglobals
private function Exit takes nothing returns nothing
call DialogDisplay(GetLocalPlayer(),D,false)
endfunction
private function StopSave takes nothing returns nothing
if not GAME_ALLOW_SAVE then
call DialogDisplay(GetLocalPlayer(),D,true)
call TimerStart(T,0.00,false,function Exit)
endif
endfunction
private function onInit takes nothing returns nothing
local trigger t=CreateTrigger()
call TriggerRegisterGameEvent(t,EVENT_GAME_SAVE)
call TriggerAddAction(t,function StopSave)
endfunction
endlibrary
set GAME_ALLOW_SAVE=false/true //to disable/enable saving
Thanks a lot! What kind of "thing" should symbolise the saving zone in Dualism do you guys think? I am thinking some kind of object, feel free to leave model suggestion too!
@Drunken Jackal
I rather not complicate Dualism. I want it to be as user friendly as possible. I like the idea of keeping it 1 hit = instant death because that will make you freak out about the encounters more.
Also for aggro I just use line of sight instead. It will work just as great.
1 hit death means no use for medication![]()
The chances should be something like 20/40/60/75.
50 seems small for Nightmare mode.
Its called Nightmare/Impossible for a reason Hexcellion.
Sverkerman could make it 50%, then make the zombies stronger, add some things that would make it harder.
I wake up and see so many new posts on my thread. This inspired me ;P
Alright so about 1 hit = death and poison, let me explain it abit. The monsters will be located at very smart locations. There wont be monsters everywhere. You will be poisoned only by traps. All traps are interractable which means you can disable them, but they will be very hard to spot in the darkness
At this moment I need some ideas for which traps there should be, I already got all the monsters figured out.
Should there be a gas trap which just poisons you or should there be a spike kind of trap which penetrates you and poisons you? Or should there be several traps? Should there be 1 hit = death traps?
Just keep this in mind. I will not place monsters far away from saving points. Neither will I place 1 hit = death traps far away from saving points.
Also, the more damaged you are the more your camera will sway and your screen becomes red with a fade filter. I can also reduce movement speed if needed, but I don't want you to not be able to move while at 1/100 hp for an example. maybe each 1 HP lost = 0.5 % movement speed reduction?
Hehe sorry but that wont happen Atticus. I am keeping this as user friendly as possible.
Would a sound be played when zombies spot you?
Also, for other traps, I suggest a Pitfall. It does fairly enough damage, but doesn't kill.
It may have some secret cave entrances, where you may find objects or consider your "Safespot".
By sounds I meant those groans what you were talking about.
It would also be good to add like sort of a loud shock music when stronger zombies spot you.
I wake up and see so many new posts on my thread. This inspired me ;P
Alright so about 1 hit = death and poison, let me explain it abit. The monsters will be located at very smart locations. There wont be monsters everywhere. You will be poisoned only by traps. All traps are interractable which means you can disable them, but they will be very hard to spot in the darkness
At this moment I need some ideas for which traps there should be, I already got all the monsters figured out.
Should there be a gas trap which just poisons you or should there be a spike kind of trap which penetrates you and poisons you? Or should there be several traps? Should there be 1 hit = death traps?
Just keep this in mind. I will not place monsters far away from saving points. Neither will I place 1 hit = death traps far away from saving points.
Also, the more damaged you are the more your camera will sway and your screen becomes red with a fade filter. I can also reduce movement speed if needed, but I don't want you to not be able to move while at 1/100 hp for an example. maybe each 1 HP lost = 0.5 % movement speed reduction?
Button reaction traps. If you've ever played RE4 you remember those crazy button dodges you had to press to save Leon from immediate death. During cinematics you could make players use the arrow keys (GUI has an event for this) to prevent character death. It would be like Atticus suggested but only during cinematics.
Also the sound trap is a very good idea.
@zlowly, its clear that sverker don't want to spoil us, so don't ask those kind of questions. Also he is gone for 1 week.![]()
This is very far from Skyrim.
Skyrim is fantasy theme. This is sort of a 1800 theme.
Skyrim has magic. This one doesn't.
Skyrim isn't scary. This one might be.
Skyrim has awesome graphics. Warcraft Engine doesn't.