Thanks lisac2k, Viliny
lisac2k said:
Say, which graphical/sound formats shall your engine use (except those used in FOT)? Also, is AA on sprites going to be supported like in FOT or not? What's with scripting, any info on that?
I believe you and I in particular had a long discussion on scripting a year ago. That didn't change... SSL (Shelter Script Language) is used for dialogue, quests, NPC reactions, various triggers, per-map NPC behavior scripting, and some other things. The combat menu is also SSL-based. SSL is a primitive programming language with AND/OR statements and condition evaluations that allows anything from opening doors to accessing stats to spawning/exchanging items to loading new maps.
Most sprites are loaded in .bmp format, sounds in .wav. Antialiasing is not a concern for us at this point.
Item stats are in text files as well.
I really like that part with the "dynamic world" you're trying to implement (they fight, explore, rob etc). Aside from that, I wish the engine/game could be moddable to the bones...
It is certainly more moddable than Fallout1/2 and more "time-efficiently" as well.
And I'm not trying to implement the giant world... its already implemented. When I pull down the console screen there are messages about people fighting somewhere in the world all the time. I can leave it on for hours and they'll keep fighting and accumulating items from those that surrendered, littering landscape with corpses on the way.
Viliny said:
Is it going to be turn based?
Looked like action pause action when you shot the rat in the foot.
I spent a long time on this. Implementing turn-based combat turned out to be extremely problematic when you remove Fallout's isolated, controlled environments and make the entire world ONE space.
Threat management becomes a nightmare, deciding who should be included in combat and who not. Some easy solutions may pop up into your head when you think about this, but they're deceiving. I spent months trying to make it work
consistently before finally settling on a different mode.
It is PwRT. Not RTwP. RTwP has a glaring problem. It by default relies on player twitch reflexes, and then player "pauses" to do "precision management" and what not. It's kind of lame.
Our mode harkens back to Rogue. Whenever you do something meaningful, such as use an item, shoot, move, reload, the world comes alive until your animation cycle completes. When you don't do anything, it is frozen.
This way you're NEVER required to have twitch reflexes, and we have some mechanics in place to compensate for having multiple people attack you simultaneously. I.E. when you run, you develop increasing inertia (tracking "bionic man" silhouette effects appear behind you), and people's chances to hit you start to drop. High inertia also lets you knock people unconscious.