I have a few quick qustions about scripting, primarily about the versatility. I know that the primary feature of Voxatron is it's editor, and scripting will add OODLES of possibilities, but, a few questions for future plans I would have with the scripting engine have arisen.
With scripting, only in your current plans for it, would it be versatile enough to make a turn based strategy game with it? Sort of like have a few entities, and define the ammount it's coordinates in the world can change, and after it reaches that, it swaps to another entity that is marked for the player's control, and so on. Along with that, the question of would the scripter be able to make AI that also uses these rules.
The second question is, well not really having to do with scripting, though it would probably be possible with it, will we ever see an entity that spawns a NPC that is grouped with it? an example is, say the PC does an action (Or even a random generator that would trigger it randomly.) that triggers the spawnpoint to spawn a monster, and would continue to do that every time the trigger is activated?
Thanks for taking the time to read my questions, and even more thanks if you answer them.
Back to NetHack for me,
-Kilkun
I needed to upload this to complete it later at a different computer. But it has some nice changes. Try it!
-kilkun
I needed to upload this to complete it later at a different computer. But it has some nice changes. Try it!
-kilkun
I needed to upload this to complete it later at a different computer. But it has some nice changes. Try it!
-kilkun
-Kilkun
-Kilkun
So uhm. As you might have seen Mr. Zep sir. I uhm. Well, hehe... uhm hold on a sec...
Ok, I'm good. So as you might have seen Mr. Zep, I recently have been working on a voxatron game (I refuse to call it "level" because by the time I can script this baby and add custom monsters, it probably won't feel like Voxatron so much.) called "Return to Castle Voxelstein", in which I sort of set up a string of levels that follow the adventures of an escaped prisoner from the Nationalist's, blah blah blah, Wolfenstein. Well anyways, I recently came across a song that is rather fitting so much so that it is disturbing. And anyways to get to the point here sir, could you maybe possibly include a little addon to the editor that allows custom music to be implemented and played with the level? I know that you have worked REALLY hard on the current update, and that you are pretty much wrapping things up on it, almost to tying the bow on, but if you could do this small little thing, and include it in the update that is coming out soon, it would be like an early Winter Solice/Yule/Quanza/Another winter holiday present. I can understand if you cannot. I've been down the road of software development, and while custom music inserter is a rather easy thing to do in normal software, the way you store the data in *.png's looks rather complicated and it would make this not possible. But again, it is only a small request from a small user, so if you do not I can definitely understand why. But if you did read this I appreciate the time you took to do so, and I say "thanks for taking time out of your devving to read my small insignificant post that will be swallowed up in the BBS in 1 or 2 days."
-Kilkun
Besides that I added some more content at user request, fixed up a few objects and removed the black squares from gardens and flower pots. Reason why they were there is because I was using the flower default model to "indicate" where you were supposed to step to trigger something. A few releases ago, I decided that it was massively out of place and inappropriate, so I replaced them with what I suppose are kind of like pressure plates.
This also includes the first level of Chapter 3, which I'm proud of. I think it's a much smoother transition that between 1 & 2 and think I might replace that with something along the lines as this.
Again, let me know what you think. The game obviously isn't even close to being done, but hey, I have had a lot of fun devving it, and coming up with creative ideas, so it will continue.
You can bet I'll probably churn out 10 or 8 chapters, with the last one being something familiar.
Obviously, a lot of my rooms that I added in my previous release need sprucing up, so you can expect that in v3.8 or v3.9 near the end of chapter 3.
Anyways, hope you like this one, I sure did!
-Kilkun
-Kilkun
Hey gang. This time around, I have a full release with Chapter 2 completed so the game ends right before chapter 3. I feel like I skimped out in the second part of Chapter 2, seeing as the first part had skyscraper's blowing up and a secret bunker with prototype wave GUI (Still to be tweaked and finished.) When Chapter 3 gets released, you can expect bug fixes and difficulty tuning in Chapter 1 & 2. I'm not really sure where I'm going with the story any more though. At first, I envisioned the monsters being NaZi soldats (hehe) but now it seems like they are monsters who hate everyone (Refer to the inside of the Skyscraper and the Blue house), but have been tamed in some cases (First enemies.) I dunno if I want to change this or not, leave a response below on your opinion, because I'm rather lost. I don't like the current way I have the monsters though, in some places, it's easy as a breeze, however every other level or so there is a massive difficulty spike (Refer to level 2 & 3, and multiple points in the town.) Let me know any suggestions you have for that too, if you think I should add another boss fight at the end of Chapter 2 in the next release tell me so. Thought that does remind me, If you notice the ending Chapter 2 level has a road blocked off with crates. This road was on the between chapters map, par with another road in the first area. This place will probably not be included or even started until after Chapter 3 when I get my survival with wave GUI working properly, so basically, I just left out a chunk of Chapter 2 because with it, it would have been needlessly complicated, like 3 computers tied together with their wired innards, and MUCH too hard to bug fix without breaking everything for. Though the scripting engine when released will replace a multitude of work-arounds that I did for several levels to get them to sort of play out how I wanted. (C-4 anyone?) Also, don't ask why there is C-4 and cubicles filled with computers in a NaZi era, I'm not quite sure why but it fit nicely in I think. So remember, leave ANY suggestions below and I'll probably include them in the next release.
Best regards,
-Kilkun
-Kilkun
P.S. Blog post on this is here.
The Alien/Cow things that shoot the expanding rings are German officers ( the ones in Wolfenstein who wear a white uniform)
The small blue imps are of course german shephards.
The larger orange and purple imps are German grunts
The Orange grunts are, naturally, SS officers, red and orange included.
The Large Cow/Batimon is either going to be Hans Grosse, Hitler, or General "Fat Face"
It's also available in the BBS list, naturally.
Thanks for giving it a peek! I cannot wait to get the next release out with more levels and objects!
-Kilkun