Posted: Fri Jun 27, 2008 3:41 pm
Jendraz wrote:But IN SOVIET RUSSIA that makes you cool!
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Jendraz wrote:But IN SOVIET RUSSIA that makes you cool!
I too thought about "solving" it with a makeshift buffer in between, but that is hardly immersing at all, depending on how you do it, of course, and may possibly ruin the story unless you're being clever. I will give it a try, anyways, in a real(?) campaign. If anybody cares to join in, it may be more than a silly little "look what we can do!" type thing.Silb wrote:As far as I know, the main bug with the non-linearity is that Lugaru takes all your choices into account with a delay of one level.
Say the player has just beaten some level after choosing option 2 from 2 possible levels, and he is now presented with a new choice of 2 possible next levels. No matter what he picks, once he beats the next level, the game will behave as if he had picked option 2 just now (and not the previous time).
I don't think this:will ever work.Code: Select all
/ 2 - 4 - ... 1 \ 3 - 5 - ...
If you're tricky though you can get this for example:in such a way that if the player picks 2, then only 4 will be available from level Bonestew, while if he picked 3, only 5 will be available from Bonestew.Code: Select all
/ 2 \ / 4 - 6 - ... 1 Bonestew \ 3 / \ 5 - 7 - ...
I like how there are some unreleased levels 'nuk1', nuk2 etc up there.