Re: Swamp, zombie fps by Aprone

The manual details each mission type, so check there for descriptions. At least, I'm pretty sure that's in the latest released version.

If I were stuck on Map2, I'd honestly stay there for a while. Buy basic gear, then just loot like crazy. There are more places to find loot, more quests to do, and more locations to explore, but the map really isn't harder than map1. That's just me though.

As to the concept of altitude, Swamp doesn't technically have that. When you go up or down stairs, or climb out of or into a hole, you're just moving straight ahead or switching to  new map. That is why, for instance, there is no way to enter the business on Map2 whose roof is the outpost; Swamp has no way of holding both locations, one on top of the other. That is also why the "roof" of the large warehouse is tiny, not a full roof at all, and why there is nothing where that "second floor" is, and why the second floor is jus t a small area, and so forth. The cool thing is that SCS lets you simulate 3d locations. When the user steps on a certain tile, the location changes to somewhere else. So, to simulate a second floor, just hide that floor somewhere that the user can't walk to normally. When he hits the top of the stairs, a tile trigger jumps him to that new, hidden location. When he leaves, he's back on the staircase. Internally you're jumping the player around, but in the game, it feels like you have multiple floors, or a basement, or a cupboard under the stairs. Swamp doesn't yet have this, but my personal hope is that it is one of the coming features. This would let users make much, much more complex and realistic maps.

URL: http://forum.audiogames.net/viewtopic.php?pid=169179#p169179

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