Darkwind
Travel/Trade Update

*sam*


Posted Nov 22, 2006, 2:00 pm
Travel/Trading update

As request by comp in the middle of a different thread  ;)

I'm currently working on road combats- the first type will be the 'just outside town' ones. (These don't require travelling, and I'm hoping to have this stuff done within the next 10-14 days. There's a lot of work getting the looting phase done, in particular, and also the AI control of NPCs in road combats).

After that, my main emphasis will be world travel and trading. What  we'll probably do is roll out either Gateway Truckstop or Elmsfield next, since these are the two closest places to Somerset. The travel and trading functionality will be in place at that time. I'm guessing another 2 weeks work at least.. also depends on having town maps done..  :p

Once there are 2 towns in place, and all the code behind travel/trading, it *should* be relatively fast to get the rest done. There's likely to be a lot of tweaking necessary however, to get the difficulty level right at different parts of the world map.
DjFou
zzdjfou@free.fr

Posted Nov 22, 2006, 2:24 pm
Good job again sam!
It will be a pleasure for test the travel system !
*comp112*
mcomp112@aol.com

Posted Nov 22, 2006, 3:26 pm
awesome great work sam i can wait :)
*Toecutter*


Posted Nov 23, 2006, 3:48 am
/drool ;)
JoeR


Posted Nov 23, 2006, 7:48 pm
remember the interstate 76 games? when you salvaged parts, it gave you a list of possible things to take, and how damaged they were. tires, ammo, engines, etc. is there a point of no return for damaged parts? if i kill a car, but do TOO good a job, there wouldn't be anything worth salvaging.

*sam*


Posted Nov 23, 2006, 8:48 pm
Joer-

That's pretty similar to what I'm developing, except in this case there's multi-player salvaging going on. There will be a 'lootable' box full of goodies, and the players from the winning squad take it in turns grabbing stuff and dragging it into their 'mine all mine' box.

The slight complexity is because they may also need to shuffle stuff around between their cars, including characters, and may even need to have a character hitch a ride in the car of another gang in the squad. But it should work well I think, and there's a nice humorous 'looting phase' icon too ;-)

Objects damaged beyond saving: sure, any item at zero health ceases to exist, apart from engines which can be jury-rigged to work at 10% health by a good mechanic.

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