
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Atm it will be singleplayer only because I have no Idea how much the map would lag (actually I just have the first 6 seconds blackscreen in the map).
Maybe I will make a second version afterwards which allows you to play in multiplayer (which would only effect the fight triggers atm because the rest of the system depends only on your own values (current player)).
The final singleplayer version will may content all d1 speeches and music and many sound effects (ever played a 300mb map?

).
but first you will be able to play a first "gameplay footage" without music, speeches and that stuff which will give me feedback. Then I can improve everything and add the rest of the map. Maybe stickynote will create some nice terrain because my first version will have only ugly terrain which only serves its primary function.
I need many unique item suggestions, too. The original ones are to weak.
And I still don't know how I should make the potion system because that depends on the battle system in the end.
(atm there is only a turn based 1 on 1 system where you run straight to the enemy, but I can think of a system which is a mix out of a turn based system and real time combats... [every unit has an action cooldown; attacks, movement is virtual; you just move ur unit into a direction of the field to move into that field or attack an enemy on that field; multiple enemies are possible; could be harder to hit with the bow then...])
that would be even closer to the original d1 because that is more or less d1's game system. then I could try to create a better ai than blind attacking enemies and ......
But I'm not at that point atm. There are still many things to do. My next task is switching items within the inventory and on your body.
I thought of 2 "item selection units" which go on the inventory/body field and you enable the swap if possible (only armor on body's armor slot).
but should I use a moveable unit to activate the swap or should I create a dropship-menu for that (which contains nothing else atm and maybe in the end)...
edit:
A dropship menu will contain an "action" button which allows the player to speak to NPCs and activating some things in the dungeons like switches or open chests.
Items can be swapped using 2 lurkers atm. Burrowing both lurkers will enable the swap, if it is possible. If it was impossible, the lurkers will be reset in the middle. (stacking the lurkers, burrowing 1 lurker at a wrong spot or burrowing both lurkers at the same item slot will reset the lurkers, too.)
That dropship menu will contain buttons to take potions, too. But I'm still thinking about the storage of potions...
I could use inventory slots to store some. Then you could hold a few potions in 1 slot (even different potions in 1 spot, max would be 6 potions or something like that).
Atm, I'm triggering the NPC systems, to be exact: Griswold. Note that you won't be able to buy magic items at him in difference to the original (but maybe you should meet wirt under a tree...).
edit:
Always check collapse box in first post for newest information.
What I plan to do before I present the first demo version:-xp and money output (chosable in gas when walking around?)
Post has been edited 7 time(s), last time on Aug 17 2008, 9:45 am by Ahli.