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Plugins???

#1 User is offline   raptor 

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Posted 27 February 2000 - 09:18 PM

Does anyone think someone will ever create a way to introduce plugins into Cythera like in escape velocity and EVO?

#2 User is offline   Slayer 

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Posted 27 February 2000 - 10:30 PM

A significant reworking of the game engine would undoubtedly be required to allow plug-ins.

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#3 User is offline   ColdFusion 

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Posted 27 February 2000 - 10:39 PM

Hey, I thought the Delver engine was designed to accept multiple sceanarios - a la Realmz…

Of course, that requires an actual Delver editor to be released… and I think that Glenn Andreas said he wouldn't release it…

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#4 User is offline   spamguy 

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Posted 27 February 2000 - 10:48 PM

Let me leave you with one mysterious word:

Maybe.

There is an editor in existence for this kind of purpose, and it has only been seen by the eyes of Glenn Andreas. Like most editors used only for the creators, they are buggy and not user-friendly.

If Glenn decides to spend his energy to make that happen, then let it be,

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#5 User is offline   gandreas 

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Posted 28 February 2000 - 03:18 PM

To say that the editor is buggy and not user friendly is an understatement (I believe I can still crash it by typing command-Q while in certain dialogs, for example, and there are other times that if you switch to another program it will pretty much require you to reboot your machine). However, the underlying architecture of the Delver engine is pretty flexible (for example, there is even the ability to make the correct file and drop it in the folder with the app and completely replace anything, including the UI).

The biggest problem isn't adding in new items, new UI, etc... but how to handle the maps. For example, let's say that you wanted to add a cellar to a building in town (and that cellar might lead to a bunch of tunnels or something). Well, suppose we wanted to have that trapdoor locked, and put the key in a given chest. Now what if the player has already been in the room with the chest, taken the chest, and then destroyed it, where does this new key go? On the floor where the chest was? Is the key destroyed with the chest?

Or suppose we add a building, behind a locked door, and part of the plot is to figure out how to get in the building. How do you prevent the player from just walking to where the building will be when the add-in is applied, quit, and then apply the add-in?

The only safe way to handle this is to permit new add-ins to only appear when the game is restarted, but how many times do you want to start the game over to use the latest add-in?

If we can't do this sort of thing right, our energy is probably better spent elsewhere (like trying to fix the leak in my basement).

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#6 User is offline   raptor 

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Posted 28 February 2000 - 05:45 PM

Well at least it will give "the body hunters" something to do Posted Image (eirlier string)

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#7 User is offline   Croax 

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Posted 28 February 2000 - 06:05 PM

Hey! Tedious, time consuming work, leaving one frustrated and often insane is just my type of fun!

On the other hand I can just stay seated and keep quiet....

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#8 User is offline   Lusankya23 

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Posted 10 April 2000 - 07:06 PM

Quote

Croax wrote:
On the other hand I can just stay seated and keep quiet....



Well said, Croax! I like your choice of words...

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