On a train to work with pen and paper to doodle stuff for scanning later. I'll get on the grandfather clock right now!
- James On 8/5/10, Kai Sterker <kai.ster...@gmail.com> wrote: > I've finally tested and fixed the map interaction code. As a small > demonstration, I've added actions to two objects of the Redwyne Inn > map: > > * The 2nd column right of the entrance serves as a "clock". It'll give > you the current in-game time. > * The barrel a bit further right displays a simple fixed string. > > For now, all this is simply written to the console, so the next step > will be implementing the speech bubble to actually display stuff in > the game. > > Note that while those two examples are very simple, the interaction > system as such is powerful beyond your imagination ;-). At least > powerful enough to implement all the interactions we'd need for the > Waste's Edge remake: opening/closing doors. Examining stuff, etc. pp. > > The one thing it can't do is triggering an action by simply walking > across the map. It always needs pressing the space key, while the > character is looking at an object. The enter/leave map events we had > in v0.3 are not implemented yet. I don't think we'd need them for the > remake, but they will be essential later. Think traps or pressure > plates or NPCs bursting out with a comment about a particular > location. > > Kai > > P.S.: I was briefly thinking about adding the grandfather clock to the > map to demonstrate the "clock" action, but I'd rather leave that as an > exercise for our artists :-) > > _______________________________________________ > Adonthell-devel mailing list > Adonthell-devel@nongnu.org > http://lists.nongnu.org/mailman/listinfo/adonthell-devel > -- Sent from my mobile device Personal site: http://cirrus.twiddles.com _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel