2005/02/01 00:00:13 PST by Temporal [manager] |
Quote from Captain Vimes:
I know that way-pointing is probably a must (Go to point A, proceed immediantly to point B), but will pause functionality end there?
Wow, it's been a looooong time since this was discussed. But... uh... what else are you looking for? My plan was simply that while paused you could issue all the same commands as when not paused, but they simply wouldn't be carried out until you un-paused.
Quote from Captain Vimes:
Seeing that there probably will be a counter to record pause time, shouldn't there be a 'Deep Pause' so that a player that pauses the game to go grab lunch doesn't end up with an, erm, unspectacular ending?
Sure. In a "deep pause", then, the screen would be blank, other than a message saying that the game is paused and a button to un-pause. You wouldn't be able to issue any commands, etc., while in this mode, but it wouldn't count against your pause timer.
Quote from Captain Vimes:
Also, how far can a party member wander away? Could someone lead the guards on a merry chase (assuming the player has god-like management skills) for the entire duration that the rest of the party explores the castle?
Hmm... I wouldn't put any limit on how far the party members can move. I suppose that means you could have one on the opposite side of the world from the others. The guards, though, would be programmed not to follow that far.
But, luring the guards to chase one character around the general area of the castle, keeping them away from the other characters as they explore it, might very well work, and if it does, would be a good strategy. It wouldn't take "god-like" management skills, either. By pausing the game periodically to give further instructions to the bait character, you could keep them running pretty easily.
Perhaps we should even set it up so that you can have the game automatically pause once a character has completed their current list of commands, so that you don't have to worry about forgetting to check on that character.