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Import outdoor section problem in Blades of Avernum Editor
Apprentice
Member # 3857
Profile #16
Maybe we're in a binary system. Did Jeff ever mention the number of suns? :P That would help explain the very long days too... the precise astronomic details are left as an exercise to the reader.

Scenario authors might as well use the new script calls to manipulate time outdoors if they really cared, but pre-Keplerian speculation is much more fun :D
Posts: 21 | Registered: Sunday, January 4 2004 08:00
Import outdoor section problem in Blades of Avernum
Apprentice
Member # 3857
Profile #16
Maybe we're in a binary system. Did Jeff ever mention the number of suns? :P That would help explain the very long days too... the precise astronomic details are left as an exercise to the reader.

Scenario authors might as well use the new script calls to manipulate time outdoors if they really cared, but pre-Keplerian speculation is much more fun :D
Posts: 21 | Registered: Sunday, January 4 2004 08:00
Import outdoor section problem in Blades of Avernum Editor
Apprentice
Member # 3857
Profile #12
I agree that time and space have to be somehow abstracted; I don't think it's a problem once you accept the conventions. But I miss some challenge when traversing all those wastelands. You never feel lost outdoors, pathfinding is trivial; for example, you can 'see' distant tiles and monsters regardles of intervening terrain or actual accessibility. I guess this is just to improve gameplay -- so you are not forced to traverse all those tiles to explore them.
Posts: 21 | Registered: Sunday, January 4 2004 08:00
Import outdoor section problem in Blades of Avernum
Apprentice
Member # 3857
Profile #12
I agree that time and space have to be somehow abstracted; I don't think it's a problem once you accept the conventions. But I miss some challenge when traversing all those wastelands. You never feel lost outdoors, pathfinding is trivial; for example, you can 'see' distant tiles and monsters regardles of intervening terrain or actual accessibility. I guess this is just to improve gameplay -- so you are not forced to traverse all those tiles to explore them.
Posts: 21 | Registered: Sunday, January 4 2004 08:00
Import outdoor section problem in Blades of Avernum Editor
Apprentice
Member # 3857
Profile #10
Since you mention the outdoor sizes, don't you think they are too small? I mean, if you assume the following:

a) 5000 ticks/day
b) 10 ticks per tile traversed
c) 24h/day
d) speed of 4Km/h on foot (day average)

then you get an outdoor tile size of about 200m or 1/9 mile! The entire outdoors of Avernum 3 would fit easily within New Hampshire, even if you stretch estimations c) and d).

Not that it matters much but maybe time should go faster or outdoors should be bigger; otherwise you feel like walking on a park. I do prefer huge outdoors, even if mostly empty :)
Posts: 21 | Registered: Sunday, January 4 2004 08:00
Import outdoor section problem in Blades of Avernum
Apprentice
Member # 3857
Profile #10
Since you mention the outdoor sizes, don't you think they are too small? I mean, if you assume the following:

a) 5000 ticks/day
b) 10 ticks per tile traversed
c) 24h/day
d) speed of 4Km/h on foot (day average)

then you get an outdoor tile size of about 200m or 1/9 mile! The entire outdoors of Avernum 3 would fit easily within New Hampshire, even if you stretch estimations c) and d).

Not that it matters much but maybe time should go faster or outdoors should be bigger; otherwise you feel like walking on a park. I do prefer huge outdoors, even if mostly empty :)
Posts: 21 | Registered: Sunday, January 4 2004 08:00
idea for an annoying obstacle ... in Blades of Avernum
Apprentice
Member # 3857
Profile #28
Just out of curiosity, is there any documentation on scripting available already? even if only basic, provisional, beta documents in plain ascii? :)
Judging by this topic and many others, I'm sure I'm not the only one that would like to take a look at them...
Posts: 21 | Registered: Sunday, January 4 2004 08:00

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