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Author | Topic: Something ... Has ... Survived |
Tyrant |
![]() 08:18:01 |
Tyrant |
![]() By the way, that's just a little advertisement for my new action packed and memory eating (well, not really, but the download file will be pretty big as opposed to others) survival adventure game. No complicated battle system (I'll use that somewhere else)... but takes advantage of Quest 3.0's TIME/CLOCK feature. |
Russell |
![]() Tyrant I would be interested in playing this game as well as looking at the code for the time clock feature you mentioned. Could you send it to me? Thanks. |
Tyrant |
![]() Well, Quest 3.0 has a time interval feature which is what I'm talking about. Basically everything will be in real-time so you have to make quick decisions. |
sweetguy |
![]() tyrant if you gona make a real time game make sure to put lots of symonons cuse if you don't the play can get over loaded and sick of the game fast cuse you burn him out like if you try to type: get the coat fats you could type and the player would get fustarted really fast. so in stead of "get the coat" you can have it so he can put "g coat" |
Computer Whizz |
![]() Well, getting objects is simple enough.... you just click on the object (in the right hand panel) and click "take". Now you can also (in Quest 3.0) move objects from your inventory and use them on enemies! So this is also easy. Since all ASL's should be programmed into ASL-284 at least for the up-and-coming Quest 3.0 and QDK3, this shouldn't pose a problem! As well as the timer features and some array stuff I'm sure he'll use, you should do it in ASL-284! but you are right... I'm going to give them at least 10 seconds with the normal monsters, Then in boss battles I'm going to either have it turn based (it's a bit unfair to give them 2 seconds!) or 4 seconds or something. --CW |