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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Thu Jan 15, 2004 11:01 pm    Post subject: [quote]

It's over, and you won! Concrats. :-) I'll post an official news item about it shortly. Sorry about the delay, I got a but too busy last 2 days.

I agree BBRpg could use more pointers to what the player is expected to do next, we'll be sure to fix that. We'll be working on adding more sounds as well. The bodies blocking your path until faded out completely is a bit a leftover from Cave Adventure, I'll try to fix that as the same comment was made on that game about it. Then the roof problem is a bit more tricky, I'll see about it.

As for the combat, we'll be working on that for our next game release, which will probably be a new version of Cave Adventure.

About sequences at any time, that's because we use sequences for almost anything and multiple of them can be running at any time. This doesn't have to be a problem for saving because I'm not sure if any are relevant for this game state thing. There are a lot of other issues though. For example all pointers to data loaded by the engine will have to be re-set when loading a game. Also, there are dynamic cross-references between objects that would need to be restored. I'm not saying it's impossible, it just takes a lot of thought, and it's not fun to hear others state how simple it would be to add something like that. Developers as we are, we'll try to be creative and use our head.
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Fri Jan 16, 2004 10:44 am    Post subject: [quote]

Bjørn wrote:
About sequences at any time, that's because we use sequences for almost anything and multiple of them can be running at any time. This doesn't have to be a problem for saving because I'm not sure if any are relevant for this game state thing. There are a lot of other issues though. For example all pointers to data loaded by the engine will have to be re-set when loading a game. Also, there are dynamic cross-references between objects that would need to be restored. I'm not saying it's impossible, it just takes a lot of thought, and it's not fun to hear others state how simple it would be to add something like that. Developers as we are, we'll try to be creative and use our head.

Ahh, I didn't think of the pointer referencing bit. I keep thinking that everyone uses script-oriented object models like COM or Python's. That is a tough one, I had to spend a lot of time working on that for my engine (and never quite got all the quirks worked out... but that's how it goes)
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