weixin_39604983
2020-12-25 19:58 阅读 0

Level warp

Normally C-Dogs campaigns go through a linear series of maps/levels. With the ability to warp between arbitrary levels, we can: - implement "secret" levels - e.g. normally a campaign has levels 1-8, but warping allows a player to go say from level 4 to level 9, then from level 9 to level 5 - implement branching storylines

There's the question of how to select the warps: - Most logical approach would be multiple exits, but this means it's only really usable for static map types, where we could hide certain exits behind keys, unless: - We associate certain objectives with certain exits. The normal exit appears when you complete all required objectives, but we could generalise that, e.g. for objectives A, B, C, exit 1 appears when A and B are completed, exit 2 appears when B, C are completed and so on. - Or maybe other triggers for exits? The objectives are probably enough for now. - What about hidden exits? Ones that don't appear on the compass or automap...

该提问来源于开源项目:cxong/cdogs-sdl

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4条回答 默认 最新

  • weixin_39789979 weixin_39789979 2020-12-25 19:58

    Combined with the other stuff we considered in emails - timers, floor triggers, etc - that would get complicated pretty fast. How do you want to handle this in the editor? Some kind of graphical scripting language?

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  • weixin_39604983 weixin_39604983 2020-12-25 19:58

    Scripting languages is probably overkill. I think adding them gradually is fine, especially considering these features are probably years off unless they are prioritised.

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  • weixin_39789979 weixin_39789979 2020-12-25 19:58

    Probably right, I just hope the editor interface doesn't get too messy with that amount of small various options.

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  • weixin_39604983 weixin_39604983 2020-12-25 19:58

    levelwarp

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