PyTFall > PyTFall: Game design

Simulated Exploration

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Xela:

--- Quote from: DarkTl on April 25, 2016, 02:49:43 PM ---Wait. I already have a universal countermeasure, all potions can have a cooldown. In fact those for restoring vitality already have it, because it was too easy to use them instead of rest. Even if it's one day, you already cannot spam potions all the time.

--- End quote ---

This is an exellent idea, we might even have a function that checks if an item can be used. This is a bit troublesome for auto-equip method we're using but since I don't recall it ever causing infinite recursions and we had this mechanic for a very long time, we prolly anticipate something like this already.

Xela:
Hmm... Gismo's design assumes Area (with bg) + logical levels (without bg) while our own design assumed Main Area (with bg) + Sub Areas (with bg). Which one are we rolling with?

==>>
Finished going over old FG code, there are some thing we can use but not much :(

I am going to do the interface first because I need to be able to visualize data structures and reports for a system this complex. Still don't have proper time for coding but I seem to have established a routine that works for me, allowing coding bit by bit.

Once the interface is up and running, I'll start with super simple skeleton code stuff and build up from there.

DarkTl:
Nah, we can live without separated pics for sub areas.

Xela:

--- Quote from: DarkTl on April 25, 2016, 03:24:02 PM ---Nah, we can live without separated pics for sub areas.

--- End quote ---

I loved CWs setup... ok, maybe I'll find a good way to make that optional, if not, we'll just stick with levels.

DarkTl:
It means more searching for images, while sub locations are not that different from each other.

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