[Audyssey] Audio Game Maker - Sneak Peek
AudioGames.net
richard at audiogames.net
Tue Dec 5 20:39:26 EST 2006
Hi,
*quote*
I've been reading the audio game maker documentation and am extremely
impressed
*quote end*
Thanks ;)
*quote*
> First, is there a way to create a useable inventory of items which a
> player
> could switch betwene? these could be different weapons and armour to
> equip,
> different spells with different hit radius and amo requirements aka magic
> points, keys, or healing potions or other replenishment items. If I
> haven't
> miss understood some of the item properties, it also appears you could use
> an inventory function in a vehicle based game to equip different parts to
> your vehicle to increase it's speed handling or offencive capabilities.
*quote end*
Yes, items mostly contain properties related to weaponry/healing. So you can
use it to create a magic sword, healing potions, key to open a certain door.
But, items can also change certain properties of the avatar (whether this is
the speed of a walking character or a massive tank). Please see:
http://www.audiogamemaker.com/manual/item/item_properties.html (item
properties)
http://www.audiogamemaker.com/manual/item/item_reactions.html (item
reactions)
*quote*
> also, is it possible to set enemy resistance to particular items? such as
> certain creatures needing to be attacked by a specific item in order to be
> defeated?
> second, is there a way of creating player items that would allow attacks
> at
> a specific rate, ega chargeable sword swing which would do more damage?
*quote end*
Mmm.... let me think about that. I guess that this functionality (resistance
against some but not all items) is not in Audio Game Maker. But I guess that
with a work around, you might be able to create more or less the same
functionality.
An option is to maybe use a timer to always gradually increases the
opponents health to a certain maximum. Then give the player several weapons
that do little damage, and give him one weapon that does do a lot of damage,
meaning that this weapon must be used for this particular monster. And after
the player succeeds, remove the weapon to avoid that the player uses this
against other enemies.
Another option might be, that when a player makes an attack with a certain
weapon, you might be able to connect it to a trigger, which in turn adds
more damage to the opponent. This just from the top of my head... I'm not
saying it is possible, I'm saying it might be possible with a work around.
Many things will be possible with Audio Game Maker, but you need to be able
to think of creative solutions ;)
*quote*
> I think these are the only two things i can see that would be needed to
> create an action/rpg game akin to Zelda or secret of Mana, (I'm truly
> impressed by the "ally" status option), sinse everything else that I can
> think of is most deffinately there!
*quote end*
I can see where this particular functionality might be important. I'll
discuss it with the programmer and maybe there's a way we can still
implement this directly. Otherwise we'll put it on the wish list. Thanks for
the suggestion...
*quote*
> i was also wondering if there was any function in the game to create
> menues
> at specifictimes and locations. These could be used for all sorts of
> things,
> from choosing the world (useful in a vehicle based game for selecting
> paths
> or race courses), to choosing what you say to another charactor in an
> action
> or rpg game, with associated sound files (and maybe recieving different
> items as well), attached to each choice, it might also be possible to use
> a
> menue system to create turn based combat, by having menue choices attached
> to reduction in various charactors or opponent's stats, use of items etc
> (though obviously this would be more complicated to impliment.
*quote end*
Yes, you can (but again, this is simply just one way). There is not a Menu
Building Block so you need to build something yourself. Each menu could
perhaps be a world consisting of a ?x1 grid. Each cell would contain a sound
source that can only be heard when the avatar collides with the sound source
by moving from cell to cell. Then you can attach a portal to it to create
some sort of interaction, so that when the player hits a button on a certain
cell, he/she is transported to another world using the portal. In this case,
the new world could also be a "menu" world.
But maybe it's easier to use multiple Message blocks in one world... I guess
there are multiple ways to getting the same result :)
*quote*
> Well, i can't wait to see what happens when the audio game maker is
> released,
*quote end*
Me too ;)
*quote*
> and what extra modules you've got in developement in the future to
> make the system even more diverse and let people create even more types of
> games (such as 2d side scrollers).
*quote end*
You probable can make 2D side scrollers with Audio Game Maker already.
Remember, in an auditory environment, perspective is only an illusion :)
Greets,
Richard
More information about the Gamers
mailing list