Re Twitter
- Interkarma
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Re: Re Twitter
Sure. I'll try to squeeze in the "exterior" flag for random town exterior types before release (right now it only works with dungeon types).
One thing to keep in mind is that exteriors don't have quest markers - so you can't use "place item", "place foe", or "place npc" for exteriors. That still leaves a lot of gameplay on the table however.
I wrote a custom quest using this mechanic, compatible only with Daggerfall Unity. You can view the quest source here. It's in the rotation of quests in the upcoming "Fighters" update.
One thing to keep in mind is that exteriors don't have quest markers - so you can't use "place item", "place foe", or "place npc" for exteriors. That still leaves a lot of gameplay on the table however.
I wrote a custom quest using this mechanic, compatible only with Daggerfall Unity. You can view the quest source here. It's in the rotation of quests in the upcoming "Fighters" update.
- jman0war
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Re: Re Twitter
I love that screenshot, skeletons in the cemetery.
It's cracking open a lot of potential.
Great work.
It's cracking open a lot of potential.
Great work.
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files
- Jay_H
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Re: Re Twitter
I normally try not to suggest gameplay additions to not swamp you with more work, but I figured this would be trivial based on your implementing dungeon exteriors. The only thing remaining would be witch coven exteriors I guess, and I don't want to ask any more than I have.
And I'm just going to say... the quest script language is COMPLETELY AWESOME!! Even I can write quests now!!! In Notepad!!!
And I'm just going to say... the quest script language is COMPLETELY AWESOME!! Even I can write quests now!!! In Notepad!!!
- Interkarma
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Re: Re Twitter
Done!
I've removed the "exterior" flag and added location exterior types to Quests-Places table. So you can send player to pretty much any exterior location like so:
I've removed the "exterior" flag and added location exterior types to Quests-Places table. So you can send player to pretty much any exterior location like so:
Code: Select all
Place _graveyard_ remote ancientgraveyard
Place _religion_ remote cult
Place _home_ remote wealthyhome
Place _village_ remote village
jman0war wrote:I love that screenshot, skeletons in the cemetery.
It's cracking open a lot of potential.
Great work.
Thank you guys. I'm loving it too, had a lot of fun writing that necromancer quest.Jay_H wrote: And I'm just going to say... the quest script language is COMPLETELY AWESOME!! Even I can write quests now!!! In Notepad!!!
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Re: Re Twitter
The idea of an ongoing quest that occasionally spawns undead in the local graveyard has been bouncing around my head since I saw that picture.Jay_H wrote:THIS IS AWESOME!!! Could the same feature possibly get implemented in town and shrine exteriors? I'm thinking of a noble giving you a quest to guard a rural home at night. Burglars and Thieves could spawn during that time period.Interkarma wrote:From a suggestion yesterday, "Place" resource can now send player to a remote dungeon exterior - e.g. fight skeletons in graveyards.
Something of an ambience thing like "VENGEANCE!"
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
- Jay_H
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Re: Re Twitter
I have this thought of "Daggerfall: Hard Mode," with one of its aspects being enemies infrequently appearing at rural homes, distant temples (but not shrines), and so on. It'd probably just be a Brisienna quest which starts after character gen and never ends.
Then disabling guards in those locations would be another detail...
Then disabling guards in those locations would be another detail...
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Re: Re Twitter
Faction fights in locations would be really cool, but are rather impractical at this point.Jay_H wrote:I have this thought of "Daggerfall: Hard Mode," with one of its aspects being enemies infrequently appearing at rural homes, distant temples (but not shrines), and so on. It'd probably just be a Brisienna quest which starts after character gen and never ends.
Then disabling guards in those locations would be another detail...
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
- Jay_H
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Re: Re Twitter
Cooperative and dissonant AI are things I always felt Daggerfall majorly lacked. Charming, summoning, and rival factions would be such awesome additions.
- Nystul
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Re: Re Twitter
it reminds me of this video (some artifacts show that even vanilla df could have ai vs ai...Jay_H wrote:Cooperative and dissonant AI are things I always felt Daggerfall majorly lacked. Charming, summoning, and rival factions would be such awesome additions.
https://www.youtube.com/watch?v=exj1xrX_vtU&t=17s
- Jay_H
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Re: Re Twitter
Yeah, the capability was there, it was just massively underused. More fun to be had