Sperry on 16/8/2020 at 13:29
Let's forget for a minute that I chose to work in Old Dark. What do you think of the system I'm presenting here? I remember hearing in various IAL podcasts about authors running out of objects, even in New Dark. I'm curious to see if what I'm proposing here even works on New Dark. Also, if any of you can think of ways to optimize the process, or have alternate methods to achieve the same spawn, respawn, despawn effects.
john9818a on 16/8/2020 at 13:48
If authors are running out of objects in new dark then they are using more objects than its worth.
nicked on 16/8/2020 at 16:04
Quote Posted by john9818a
If authors are running out of objects in new dark then they are using more objects than its worth.
Yeah you're unlikely to run out in NewDark unless you do something stupid like a randomised murder mystery set in an incredibly large manor... :sweat:
Sperry on 31/8/2020 at 13:30
Quote Posted by nicked
Quote Posted by john9818a
If authors are running out of objects in new dark then they are using more objects than its worth.
Yeah you're unlikely to run out in NewDark unless you do something stupid like a randomised murder mystery set in an incredibly large manor... :sweat:
That depends, doesn't it? I seem to recall that both Random_Taffer and Marbleman have had to renounce to making the streets in "Feast of Pilgrims" accessible to the player because of object limit. Likewise, didn't Firemage and his all-star team have to simplify Karras' quarters because of object limit in "Builder's Paradise"? I know time is a factor here as well. But if I'm ultimately wrong about this, please let me know. As far as I can see, such a system could potentially one to expand the size of such FMs... Just an idea, and I will be using it in my new version of Broadsword of Sheol.
Schlock on 31/8/2020 at 20:41
You're correct about those two missions (they both pushed past the limit, by finalizing the terrain and then only adding objects from that point forth, so they never had to re-optimize). Nicked is referencing his own mission, The Violent End of Duncan Malveine, which is a randomised murder mystery set in an incredibly large manor... which apparently had issues with the object limit as well. And I know another in-development mission that's likely to face these limits. I think the authors will choose to simplify areas of the map rather than resort to money trees, but it goes to show this method could be relevant in Newdark.