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Author Topic: Game Slots  (Read 20557 times)
Michael
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« on: July 18, 2012, 01:10:40 PM »

I am the only one in my family that likes this game, so it isn't a problem for me. But when it gets out there and popular, alot of kids will want to play it. Which some of them share a profile on a PC. Do you plan on adding more than one Game Slot?
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pspeed
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« Reply #1 on: July 18, 2012, 01:44:52 PM »

Yes.  When it is a real game and not just a test engine, there will be more than one game slot.
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Michael
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« Reply #2 on: July 18, 2012, 02:01:29 PM »

Do you plan on having unlimited slots?
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randomprofile
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« Reply #3 on: July 18, 2012, 03:21:27 PM »

I'm slightly confused as to what you mean by slots... anyone care to elaborate?
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Michael
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« Reply #4 on: July 18, 2012, 03:35:52 PM »

I'm slightly confused as to what you mean by slots... anyone care to elaborate?
Game Slots, You know, Game Profiles? Games Have things like this "New Game" but not deleting the previous, adding another?
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pspeed
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« Reply #5 on: July 18, 2012, 05:01:56 PM »

Yes, unlimited slots within the space on your disk.

"Single Player" will take you to "New world", "continue last world", "load previous world"... you'll be able to have as many worlds as your disk will hold. 

Each world, as described above, can have multiple characters created for it but time will move forward while playing, even for the other characters.  So if you have characters Joe and Pete and play for two game days with Joe and then go to play with Pete, the world will be the same time it was when you stopped playing Joe, ie: two days later.  I hope that makes sense.

I have no plans to support going back in time to some previous save point.  I will probably support fully copying a world into another world... which would kind of be like forking time sort of.
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randomprofile
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« Reply #6 on: July 18, 2012, 07:22:57 PM »

Ah, please excuse my ignorance.
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Andy
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« Reply #7 on: July 19, 2012, 01:34:16 AM »

Yes, unlimited slots within the space on your disk.

"Single Player" will take you to "New world", "continue last world", "load previous world"... you'll be able to have as many worlds as your disk will hold. 

Very good Smiley

Each world, as described above, can have multiple characters created for it but time will move forward while playing, even for the other characters.  So if you have characters Joe and Pete and play for two game days with Joe and then go to play with Pete, the world will be the same time it was when you stopped playing Joe, ie: two days later.  I hope that makes sense.

I have no plans to support going back in time to some previous save point.  I will probably support fully copying a world into another world... which would kind of be like forking time sort of.

I think that makes sense. Imagine a game slot where you already played with Joe who built a bridge and Pete who waited for Joe to finish and then built a tower on top of the bridge. Then you start with Dave at some global starting time and accidentally kill Joe. Then Pete would act as before and tries to build a tower in the air o_O (I hope that's what you were talking about Wink) Besides, you would have to record all the actions performed by all player Characters...
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pspeed
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« Reply #8 on: July 19, 2012, 01:38:49 AM »


I think that makes sense. Imagine a game slot where you already played with Joe who built a bridge and Pete who waited for Joe to finish and then built a tower on top of the bridge. Then you start with Dave at some global starting time and accidentally kill Joe. Then Pete would act as before and tries to build a tower in the air o_O (I hope that's what you were talking about Wink) Besides, you would have to record all the actions performed by all player Characters...

I think so.  Those are all of the things you can't do.  Time only runs forward.

This means you can't do the classic "Gee, I wonder if I can fight the dragon?" quick save, meet dragon, die "Nope, guess not.  Oh, well I'll just reload."  The single player world will act like a "persistent world" your actions have consequences and cannot be undone by a reload.  (Unless you've copied the world then you can always go back to that other copy and do things over... it has its own totally unrelated timeline now.)
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Andy
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« Reply #9 on: July 19, 2012, 01:46:34 AM »

This means you can't do the classic "Gee, I wonder if I can fight the dragon?"
Haven't we all done that? Grin
So if I try killing the dragon with the 100th new Character, the people in the nearby town would say something like "Don't try killing the dragon, there were 99 guys recently and our city's graveyard's size doubled since then!" ? Cheesy
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FutureB
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« Reply #10 on: July 19, 2012, 01:54:17 AM »

thats why you get teammates to help kill it. but you let them get it on low health and some of them die and then you finish it and get more gold because theres less people that survived hehehehe im evil and i hope it will be like this Tongue
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Andy
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« Reply #11 on: July 19, 2012, 02:04:54 AM »

thats why you get teammates to help kill it. but you let them get it on low health and some of them die and then you finish it and get more gold because theres less people that survived hehehehe im evil and i hope it will be like this Tongue

Hehe then you would have to live in your own town because the other players would kick you out of theirs Grin
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FutureB
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« Reply #12 on: July 19, 2012, 04:01:29 AM »

pfffffft i can build all the towns and citys Tongue im a land barron XD 4 strong holds 3 towns and 3 citys currently in pauls server :p
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ahmadsal
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« Reply #13 on: July 19, 2012, 09:44:16 AM »

So what exactly happens when a player dies? Is it just teleport to nearest town, or do you lose some stuff, or is it simply the character died and you need to start with a new character?
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pspeed
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« Reply #14 on: July 19, 2012, 09:48:35 AM »

So what exactly happens when a player dies? Is it just teleport to nearest town, or do you lose some stuff, or is it simply the character died and you need to start with a new character?

No perma-death.  I'd certainly have to support quick saves and rollbacks in that case.  No fun for anyone.

Death will have consequences but they won't be of the "Crap, I need to run all the way back to where all my stuff is on the ground..." kind.

I haven't decided exactly how death will work but I'm pretty sure it takes you away from where you died and that you still keep all of your stuff.  There may be some amount of "adventuring" involved to become fully "alive" again but I haven't exactly figured that out yet.  I've implemented spirit realms and limbo planes in other games and I'm semi-fond of that approach.  And this would fit nicely with what will be the core of teleportation tech.

At any rate, you won't have to run back to where you died for any reason other than wanting to try again... so you could decide, "Nah, that's too hard let me do something else" with basically no consequences for that action other than all the trouble you may have stirred up in some other location.
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