Dragon Basher: Enter City

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Posted: 03‑21‑2017 16:16


QuaCzar


Fire Flipper
1814 posts
If there are multiple CITY buildings on the same screen, can they enter the city screen at different locations? If we can customize each building, perhaps this could be a setting of each.

Should we plan for two layers, or more, in case we want city sewers, caves, basements, cellers, etc.?

A0-A9
Aa-Aj
Ak-At
Au-A?

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


Posted: 03‑21‑2017 19:22


Joe


Fire Flipper
1446 posts
If the "city" object is treated as a teleport, then it is easy to have multiple cities on the same screen.

The problem comes with the "exit city" routine which has to figure out which "city" the player exits to.

In Queville, these were all hardcoded ... that won't work with player-servers. The easyest example that comes to mind is the Castle where one screen has two doors on it. I don't know how to do that without hardcoding it, we need to figure a way out.

One way is to designate an object as the 'exit', and then to exit to another object would have to be done via a teleport ... so if in the city, executing the "enter door" command teleports to the second door ... while if the player scrolls off the city map they are taken to the door designated as the 'exit'.

-Joe

DevTeam Member

 


Posted: 04‑04‑2017 18:12


QuaCzar


Fire Flipper
1814 posts
Let's say if we enter a city from screen A1, we enter Aa, and exit back to A1. If there are multiple entrances on A1, each may go to a different part of Aa. One would be the return spot if someone walks out of the city. For that, it needs a zlocation.

If we are talking about making teleports, so A1 can have an entrance to Bb, we also need a screen, like an invisible teleport around the edge. We could color the edge borders to look like a wall or green grass, etc., to use more area, and teleport when someone moves out of the edge. If we want to go further, each edge could have its own teleport.

Or, forget making it exit at the edge, and have an invisible item that teleports automatically? Hmmm... Maybe that's too far. We'd need 2*(h+w-2) items for a screen with no walls.

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


Posted: 04‑05‑2017 09:31


QuaCzar


Fire Flipper
1814 posts
I think my phone deleted some words from the previous post.

In short, should we add exit teleport commands in a separate line of the map file?

We can think about adding different teleport commands for each edge if we want different exits based on direction.

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


Posted: 04‑05‑2017 09:32


QuaCzar


Fire Flipper
1814 posts
...in the map file along with the tiles?

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


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