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Hi Zep,

Would you be able to add a few options and change a monster behavior.

  1. The pickups have a "collect once" box. Can you make a "spawn once" for monsters and "play once" for animation for when you re-enter a room(play once is an option for animation but is overridden when you re-enter a room)?

  2. Can you tweak the option for "chase player" so that a monster will start chasing when they see you? I think some of the original monsters have this behavior.

If you have the time to make these additions I would really appreciate it. I've been building a story off and on, but I'm waiting for the emitters. I've been trying to learn some programing as well.

P#7553 2013-07-24 20:17 ( Edited 2013-07-26 03:32)

I agree with the first one, a spawn-once mob would be perfect for the room persistance, about the second one, you seem to be making some sort of rogue like map, a sight behaviour would only be useful for stealth missions after all, but yet it would be nice to have this sort of behavior, would make the bbs levels much more diversified.

P#7555 2013-07-24 20:59 ( Edited 2013-07-25 00:59)

ah yeah in the zep made twisty castle level with the shadows i remember yeah thats a cool option

P#7557 2013-07-25 03:11 ( Edited 2013-07-25 07:11)

1.
yeah, persistence is definitely a big barrier to designing interesting levels now. It's the one thing that bugs me the most, along with easy-to-use doors. I never intended the old door and collect-once scheme to be exposed for so long! After I get the custom monsters and players stable, I'll tackle persistence and doors at the same time (these thing are all quite closely related).

2.
Done. I've also added a 'field of view' parameter, so it's possible to do stealth-type patrolling monsters that only see you if they're facing in your direction.

P#7561 2013-07-25 16:23 ( Edited 2013-07-25 20:23)

sweet thats awesum

P#7567 2013-07-25 23:32 ( Edited 2013-07-26 03:32)

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