Pokémon Universe > Mapping

The new Pokeditor

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Jerry:
Uh huh! There's so many characters using camouflage in RSE x3

Not to mention we might have some people from factions doing spying, some inspectors undercover and so on.

Zatir:

--- Quote from: Jerry on March 30, 2012, 01:48:43 PM ---Speaking about NPCs, I wonder if we might implement NPCs who dress up (or another better word). Like in FR/LG, in Koga's gym, you have those dummy trainers who spin and appear with their true form only after speaking to them/getting in their line of sight.

I don't know on what level (mapping or the client itself) this would be implemented, but felt like mentioning this since we were here. :)

--- End quote ---

That's a great idea. But it's not on top of the list yet, the main system must work first. 

BUT, you're actually talking about adding some extra events to NPCs. That makes me think of how NPCs are set up, and that I have to figure out how to handle different kind of events, like dialogs. But we've also have a battle event. My plan was to create specific NPCs, as you can see in the screenshot (battle npc, nurse npc, dialog Npc etc) Then I was thinking: When does a battle start? Directly when starting to talk to the NPC? Or after one dialog-event has finished. Maybe the NPC is asking a question: do you want to battle me? If yes, start a battle, if no, leave and say goodbye. So you actually can't choose one of the npc-types, because the events have to be combined.

This is now done by scripts. After I've finetuned the NPC appearance stuff I will have a look at those scripts, how the game is already handling NPCs and what hasn't been implemented yet. This will be a great challenge!

Jerry:
Sure :)

I'm just sort of throwing it here so that things are easier to implement later on when they're ready. I mean, I've been writing simple scripts myself and I know the pain when I find that I could have done something I did earlier another way so that when I'm implementing something now, it's easier to do so. :P

And in my mind, I see only one type of NPCs. Now, each NPC has some kind of 'switch' which triggers a battle, only dialogue, or some miscellaneous activity.

Maybe something like this:
NPC Mode : Description
0 : Dialogue only
1 : Battle
2 : Selling items
3 : Asking for trade
4 : Healing
5 : Quest
6 : Other (Run away immediately, or something of the like)

So, Nurse Joy is defaulted to 0, so she speaks first and when healing is asked for, it's switched to 4. Because there are some NPCs which outright heal your pokemon and then speak, those would be directly set to 4, then 0.

Same for battling NPCs, they are first set to 0, then set to 1 when battle is triggered (Not sure if such NPCs will be implemented).

And so one and so forth. And if need be, more modes can be added.

That's just a suggestion of how it might work. Maybe it makes things simpler, or harder, I'm not quite sure, but as I said, it's just what it appears like in my mind and it's a mere suggestion :)

Zatir:
Hi there,

A few updates yet. First of all I've created a public accessible TODO-list, which is posted on the first post in this topic. On the second hand the NPC pokemon are already loaded into the editor. This will be used for creating battle-npc's! It just needs a couple of finetuning and adding a few features, but probably next week the npc-pokemon-editor is done.

And last but not least: after the pokemons I will start with the script-system, to make events! I'm planning to create a drag-and-drop system, like the scratch (http://scratch.mit.edu/) system. That won't be that hard for the editors!

Cheers for today,

Zatir

Zatir:
This weekend (Monday was my weekend too) I spent a couple of hours on the event system. I thought I would finish the pokemon-team creator, but this one's more important.

The first attempt was creating a NSD (Nassi–Shneiderman diagram), an easy drag and drop tool. This looks very helpful for small NPCs, but for bigger ones it gets annoying. Secondly the use of "jumps" isn't possible, like when handling quests.


After discussing with Mr_Dark we found out another system would work better, even for smaller NPC's. Take a look at the next screenshot. Different event boxes can be drag-dropped into the panel, and you can assign actions towards each event. This is just an example of just two event-boxes, but I can create unlimited different boxes is I want. Like some boxes which should read player data first before the NPC is going to talk to you.


This is just an impression to see where I'm busy with at the moment. Ideas and comments are always welcome!

Cheers!

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