by rld » Tue Jun 02, 2009 4:44 pm
I agree that adding multiple characters to the existing engine would be a massive increase in complexity, plus it would affect games in a number of ways that would be difficult to predict and test.
However...
If Chris gets a chance to add in a macro command that lets you directly edit a creature's HP, I think that you might be able to code up a limited version of multiplayer for your particular adventure if you wanted to.
Basically, there would still only be one actual player character. What the game would do is after a certain number of turns, rotate the player to the next active character by moving the player, changing the player icon, swapping out inventory, etc. This would involve a large amount of macro code and variables, but I think it could be done if you really wanted it.
The critical bit is that when one player is moving around on the map, the other 'players' are just stationary creatures. While player A is moving, players B, C, etc. just stand there, and can be hit by creatures and the active player. Then, when it's time to swap to the next player, player A is replaced by a creature whose hit points are set to HP, and then HP is set to the current hit points of creature B. And you would have to have variables that held all the current inventory items of each player, so you could swap them out as well.
Of course, there might be some reason why this wouldn't work; i haven't actually tried it. In order to take a shot at it, we would need macro commands added along the lines of
CRGETHP <instance> <variable>
CRSETHP <instance> <value>
Of course, these commands would allow other nifty tricks like creatures that could heal themselves, or creatures that changed form or ran away after they were weakened beyond a certain point.
I agree that adding multiple characters to the existing engine would be a massive increase in complexity, plus it would affect games in a number of ways that would be difficult to predict and test.
However...
If Chris gets a chance to add in a macro command that lets you directly edit a creature's HP, I think that you might be able to code up a limited version of multiplayer for your particular adventure if you wanted to.
Basically, there would still only be one actual player character. What the game would do is after a certain number of turns, rotate the player to the next active character by moving the player, changing the player icon, swapping out inventory, etc. This would involve a large amount of macro code and variables, but I think it could be done if you really wanted it.
The critical bit is that when one player is moving around on the map, the other 'players' are just stationary creatures. While player A is moving, players B, C, etc. just stand there, and can be hit by creatures and the active player. Then, when it's time to swap to the next player, player A is replaced by a creature whose hit points are set to HP, and then HP is set to the current hit points of creature B. And you would have to have variables that held all the current inventory items of each player, so you could swap them out as well.
Of course, there might be some reason why this wouldn't work; i haven't actually tried it. In order to take a shot at it, we would need macro commands added along the lines of
CRGETHP <instance> <variable>
CRSETHP <instance> <value>
Of course, these commands would allow other nifty tricks like creatures that could heal themselves, or creatures that changed form or ran away after they were weakened beyond a certain point.