Belanos Posted February 2, 2005 Share Posted February 2, 2005 To have a spawn point that instead of monsters appearing, you end up with characters that give you various random mini-quests to complete? If so, it might be kind of interesting. It would certainly add a bit of variety to the game. Link to comment
Domi Posted February 2, 2005 Share Posted February 2, 2005 The way I see it, the spawn is not a problem. The problem is setting up an infinite amount of quests. Unless you want to fetch a gem back to the quest giver as often as you fight xzvarts Link to comment
Belanos Posted February 3, 2005 Author Share Posted February 3, 2005 Is it not possible to only have the spawn point trigger once? Or maybe set the frequency so high that it's unlikely that you'll get the same quest twice. With maybe half a dozen mini quests at a high frequency, it would take quite some time before you had a repeat. Link to comment
Domi Posted February 3, 2005 Share Posted February 3, 2005 Write half-a-dozen of kick-ass quests begining to end then we can talk again Link to comment
Belanos Posted February 3, 2005 Author Share Posted February 3, 2005 Write half-a-dozen of kick-ass quests begining to end then we can talk again <{POST_SNAPBACK}> You're the modder, I'm just tossing some ideas around. One thing I thought of, for some comic relief, toss in that routine from Monty Python's Holy Grail where that old guy is asking three questions in order for the party to cross a bridge. But instead of European swallows etc. have something like Tethyr swallows. Link to comment
Caswallon Posted February 3, 2005 Share Posted February 3, 2005 I think it's easier to have the creature giving the quest appear by script. Scripts are easier to patch into the game; and with a spawn point, afaik you have almost no control over which creature appears. On the other hand, I can't really think of an advantage of using a spawn point. Heh, but writing the quests is certainly the major obstacle. Link to comment
Belanos Posted February 3, 2005 Author Share Posted February 3, 2005 I think it's easier to have the creature giving the quest appear by script. Scripts are easier to patch into the game; and with a spawn point, afaik you have almost no control over which creature appears. On the other hand, I can't really think of an advantage of using a spawn point.Heh, but writing the quests is certainly the major obstacle. <{POST_SNAPBACK}> The thing is, if you use a script, once you've played the game through you know exactly how it's going to go. The next time you play, you'll have the exact same quest that you've already figured out. But by using a spawn point, with a number of quest characters that can appear, you might play the game a number of times and get something different to do each time. Link to comment
Galactygon Posted February 4, 2005 Share Posted February 4, 2005 Who ever said you cannot be random in scripting? -Galactygon Link to comment
NiGHTMARE Posted February 4, 2005 Share Posted February 4, 2005 Yeah, just use RandomNum() and stuff . Link to comment
Belanos Posted February 4, 2005 Author Share Posted February 4, 2005 Oh, alright then, I just assumed it was kind of a fixed thing. I'm pretty green at all this mod stuff, I'm not sure what's possible or not. Link to comment
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