Does anyone think someone will ever create a way to introduce plugins into Cythera like in escape velocity and EVO?
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Plugins???
#2
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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Slayer's guide to Cythera:
[url="http://"http://www.macclassics.com/cythera/cythera.htm"]http://www.macclassi...era/cythera.htm[/url]
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Slayer's guide to Cythera:
[url="http://"http://www.macclassics.com/cythera/cythera.htm"]http://www.macclassi...era/cythera.htm[/url]
Slayer's guide to Cythera:
http://russell.stanb...ide/cythera.htm
http://russell.stanb...ide/cythera.htm
#3
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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"The Zaphod Beeblebrox?"
"No, just a Zaphod Beeblebrox; didn't you hear I come in six-packs?"
-The Hitchhiker's Guide to the Galaxy
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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"The Zaphod Beeblebrox?"
"No, just a Zaphod Beeblebrox; didn't you hear I come in six-packs?"
-The Hitchhiker's Guide to the Galaxy
"Love is being stupid together." - Paul Valery (1871 - 1945)
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#4
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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"Gentlemen, you can't fight in here - this is the War Room!"
-Dr. Strangelove
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Will Oram
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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/////////////////////////////////////////////////////////////
"Gentlemen, you can't fight in here - this is the War Room!"
-Dr. Strangelove
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Will Oram
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'Det �r synd om m�nniskorna.' �August Strindberg (10.21.2007)
#5
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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Mad, Bad, and Dangerous to Know...
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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Mad, Bad, and Dangerous to Know...
#7
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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Life is a mind altering substance. It should be considered a drug and taken off the market. Any remaining life should be confiscated.
Note:
1 Life causes your brain to function and muscles to build. It therefore should be condsidered a steroid as well.
2 Once used, you cannot stop using life until you die. It is the most addictive drug out there (excepting pokemon).
On the other hand I can just stay seated and keep quiet....
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Life is a mind altering substance. It should be considered a drug and taken off the market. Any remaining life should be confiscated.
Note:
1 Life causes your brain to function and muscles to build. It therefore should be condsidered a steroid as well.
2 Once used, you cannot stop using life until you die. It is the most addictive drug out there (excepting pokemon).
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