[ian-reeds-games] Re: Overdrive?

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 30 Mar 2015 11:29:21 -0400

Excellent!  That would certainly be useful.

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Victorious
Sent: Monday, March 30, 2015 11:07 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Overdrive?

Yup, that is sort of what I'm proposing, only have that be implementable 
through scripting or to have scripts be able to know when points change. This 
would be an example use for such a feature.

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
Sent: Monday, March 30, 2015 11:04 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Overdrive?

What about something ian talked about a while back.
I mean having a 'at zero' like flag on points, except instead of zero, the 
number desired could be input.
For example...

At_10=super punch

Were 10 is the threshold at which an effect could kick in that does the add 
and remove skill stuff. I guess you would have to make such flags for effects 
etc.

Just a thought.

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett 
(Redacted sender "craigbrett17@xxxxxxx" for DMARC)
Sent: Sunday, March 29, 2015 6:34 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Overdrive?

Hi all,

In a new little map pack I'm working on, I wanted a couple of the AI 
controlled friendly units to have overdrive type functionality. Where in after 
they take so much damage, a new, awesomful attack gets unlocked for them to 
use.

I've experimented with a few ways of doing this, none seems ideal. So advice 
would help.

1. This way kind of works, minus the AI never picking these skills as they're 
further down in the list (something else I'm trying to see if I can fix 
through AI scripting). But I've got an overdrive point for each of these AI 
controlled unit types and each, at 0, applies an effect specific to that unit, 
but all with the friendly name "Overdrive". This effect adds the relevant 
skills. These skills, in turn, fill the overdrive points and remove the 
overdrive effect. I then made all inflicting skills also do damage to this 
overdrive point, depending on how much actual damage they use. Whew. That's a 
lot to explain but it kind of works. Problems with this approach, though, are 
that the overdrive points being "inflicted" means they're announced, despite 
being hidden. I could put in game fixes for this, but not sure if it would 
effect anyone else. It also feels like the overdrive "gage" should be going up 
instead of down.
2. I then considered using some sort of after_perform_skill script that checks 
for a point to see if it's at max and if it is then grant an effect. But I'm 
not sure if this is an optimum approach either. It does mean that I only have 
to release scripts and possibly release something that people could use for 
other things, and also that overdrive changes aren't announced until the 
effect is there and you're ready to do damage. But I'm not sure if I'm 
shimmying around the problems in 1.

In either case, I've got the AI problem. And I've also got the problem that 
add_skills doesn't care about what unit there is in question, I can't think of 
a nice way to make add_skills unit specific, hence the overdrive point and 
effect for each unit I want to do this to.

Of course, I could have just given it a point cost and waited until you had 
enough of that point, but a nice "has been effected by overdrive"
announcement, coupled with a brand new skill showing up in your menu, I think 
is much cooler.

Any thoughts? Is this overdrive functionality even a good idea? Or am I better 
off going old skool?

Craig




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