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 STAR FRONTIERS: New Horizons Video Game.
 Scenario Elements and Storylines
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Aethelwulffe

USA
1782 Posts

Posted - 26 Jun 2008 :  13:47:00  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
Actually, I said that you don't really need to change the storyline. I just brought up that the one I am going to develop off of, rather than my own brew, might be Dramune run because it had all the environments in it, and would be a nice nostagia thing for a lot of folks playing the game the first time. New audiences will appreciate it for itself. Once we are done laying out your storyline and breaking down what is needed for it (like every background, building etc...) It would be good to make another as well. At that point, we will have a nice engine and can create some adventures as we like. No re-hashes...

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Aethelwulffe

USA
1782 Posts

Posted - 17 May 2009 :  12:08:22  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
I am getting the development of the RPG back into full swing. The first element if to get the custom ship code and the inventory code running. Once we have that, I will continue with getting a room-to-room storyline going. I am going with Dramune Run as the start-up storyline. That gives me several settings to incorporate that will give me a base game engine to use.

As for graphics, Gurgalen has contibuted the first of many new additional backgrounds that will be needed for terrain of various types.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Terl Obar

USA
898 Posts

Posted - 18 May 2009 :  22:56:38  Show Profile  Visit Terl Obar's Homepage  Send Terl Obar an AOL message  Send Terl Obar an ICQ Message  Reply with Quote
Sweet! And I'm almost to a playable release of my game as well.

To err is human, to really screw things up you need a computer.
Webmaster - The Star Frontiers Network
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Aethelwulffe

USA
1782 Posts

Posted - 18 May 2009 :  23:12:03  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
I am holding out hopes for a multi-player version of your game. For one, it will be a lot easier than creating an AI, and two...I want it.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Terl Obar

USA
898 Posts

Posted - 19 May 2009 :  01:45:49  Show Profile  Visit Terl Obar's Homepage  Send Terl Obar an AOL message  Send Terl Obar an ICQ Message  Reply with Quote
It's coming. I just have to get the core mechanics down first. Then I'll add the networking bits.

To err is human, to really screw things up you need a computer.
Webmaster - The Star Frontiers Network
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Mane Man

United Kingdom
36 Posts

Posted - 23 Mar 2010 :  13:12:07  Show Profile  Reply with Quote
I downloaded the most recent posted game, and looked into the save file. I assume that in the development version you desire to facilitate cheating by using an .ini file for now. I looked at it, gave myself fuel and money (not understanding many of the other elements as it were). I noticed some keys called "puzzle". Are they for scenario building or for tracking milestones in scenarios? If I were to adapt an adventure into a scenario, how would I arrange the logic to fit the variables you shall be using?
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Aethelwulffe

USA
1782 Posts

Posted - 16 Apr 2010 :  15:45:54  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
Sorry Mane Man for not replying sooner. Work, Taxes and all that...
Let's see. I think Puzzle piece 20 is reserved for rentals and such. The others are intended to each control an adventure or storyline.

Let's say you have a series of three adventures that are going to be covered by piece 1, 2, and 3. The character goes talks to an NPC and gets information to start a quest to retrieve a whatzit. Puzzle1 is now given the value of 1. The information tells the player to talk to a person on Gran Quivera station. The character goes to that person. That NPC's conversation code says that if the variable StationName=="Gran Quivera Station" and he is asked the word "whatzit" he can respond to tell the character where the whatzit is on some other planet. Puzzle1 now equals 2. When The location in question is visited (now on Volturnus in grid x6/y19 the bad guys holding the whatzit appear (but only if Puzzle1==2). They get the whatzit, and Puzzle1 now equals 3. For the next adventure, you can continue to use Puzzle1 and continue increasing the number. You can also use multiple Puzzle variables for non-linear adventures, so that a check is made against multiple variables to determine what appears in the game.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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