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Ultima 6 Project - The False Prophet - Forum Tidbit: TB Possibility
Ultima 6 Project - The False Prophet - Forum Tidbit: TB Possibility
March 28th, 2007, 13:56
Came across this interesting post from Project Lead Frilly Wumpus in response to a question about making the game Turn Based:
More information.
This actually got me thinking…. Baldur's Gate had a neat feature that would allow you to pause the game on different "triggers" such as when a party member is attacked. I've just added something similar to the latest unstable build of britannia_logic. I'm calling them combat pauses and eventually they will be exposed via a settings screen, but are currently tweakable in k_inc_pb_config.skrit. They are disabled by default, but to turn them on, go into the debug console and type:For more information on this remake of the classic Ultima game using the Dungeon Siege engine (as Lazarus did), head over to their forums .
x combat_pauses true
What they do is:
- If a party member is attacked or attacks something, the game pauses. If there is no combat for 40 seconds real-time, it will reset and pause again on the next attack. (This is so the game doesn't pause after every sword swing..though if you want to turn that value down to 1 second for near-turn based, be my guest.)
- If a party member dies, the game pauses
- If a party member crosses over a total health threshold, the game pauses. ie: it's currently set to pause if a character dips below 10% total health…again.. configurable in k_inc_pb_config.skrit.
More information.
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If God said it, then that settles it!!
Editor@RPGWatch
If God said it, then that settles it!!
Editor@RPGWatch
March 28th, 2007, 13:56
That sounds like a very interesting possibility - I hope it works in reality!
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— Mike
— Mike
March 30th, 2007, 01:14
It worked fairly well with the Infinity Engine.
Maybe somone should send this idea to Bethesda.
Maybe somone should send this idea to Bethesda.
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Where there's smoke, there's mirrors.
Where there's smoke, there's mirrors.
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