Sirideain on 18/6/2005 at 23:16
Since it's the same engine, are Deus Ex-style conversations possible in a T3 fan mission?
New Horizon on 18/6/2005 at 23:17
Quote Posted by Sirideain
Since it's the same engine, are Deus Ex-style conversations possible in a T3 fan mission?
Probably so. I think they handled those with the scene manager and it has just been discovered to work.
242 on 18/6/2005 at 23:57
Conversations where you can pick your answer? It would be truly excellent and innovative in the Thief series. Maybe your answers could influence further developments, lots of possibilities!
ascottk on 19/6/2005 at 00:06
Quote Posted by 242
Conversations where you can pick your answer? It would be truly excellent and innovative in the Thief series. Maybe your answers could influence further developments, lots of possibilities!
Kind of like "Choose Your Own Adventure"? I was thinking about having the player choose which day the player decided to go on a mission. The player might choose to leave right away but it has to be in broad daylight thus needing an invisibility potion. The second day might include a stormy night. The last day would be a calm night but the destination might include more AI to get in your way.
I think it would be possible to script a conversation & have the player choose a reply then the conversation would change.
That'd be great because play dynamics would be taken to the next level.
Gestalt on 19/6/2005 at 00:55
I was thinking about this a few weeks ago and was considering trying to put together a mission with a forested area, a wizard's tower, and a small village or camp with some residents (pagans, maybe?). My plan was that there'd be a main quest (steal something from the castle), but you'd also be able to go into the village/camp and talk to the residents, who'd give you a few little optional missions that you could accept or reject, Morrowind-style. If you completed these then you'd be given an extra flashbomb or more information about the tower or something like that. The faction options could probably work into this somehow.
Something similar could be done with city missions, if it works.
I'd like to actually release a few smaller missions before I tried something that ambitious, since I don't want to start an enormous project, get discouraged by its scope, then not release anything.
The working scene manager gives me some hope that the dialogue tree stuff might still be in there somewhere or other, but I haven't had a good look. Here's hoping, eh?
If it is gone, you might be able to hack something together with the store interface...
ascottk on 19/6/2005 at 01:01
Quote Posted by Gestalt
The working scene manager gives me some hope that the dialogue tree stuff might still be in there somewhere or other, but I haven't had a good look. Here's hoping, eh?
Just add the map to the conversation you want then cue that & the scene with a script. I should post the dialog & scene movie I put together.