Wish list for the Beemox people

I did NOT start this out as a forum for flames and other type silliness. Take it elsewhere. This is a wish list for our friends at Beemox, who imo have really tried to pull something exciting off. And if you like some other engine better you can take that elsewhere too.

Beemox guys (and gals), please note I am a total newbie and am only doing things to get this started.

And with that I will start this off:
1. Improved documentation and a better tutorial.
2. More graphics to pull from; more scenes; more variety (outer space, futuristic, etc etc.) People might even be willing to by a scenes disk with extra art work.
3. Scrolling dialogue.

I think if this is all worded in positive language it will keep the thing positive, so instead of saying "there is such a limited amount of graphics to choose from" (this wasn't my thought) say "More graphics, etc." I think this can keep this thing positive.

--des

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Yes truely the only thing I want is a better tutorial. That's a key thing. Oh and some small minor bug fixes that seem to 'bug' some people hah.

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What stands before us
today is a meer foreshadow
of tommorow, fight hard or
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Stark's Christmas list for Beenox:

  • A bug fixing update.

  • Be able to check if a map cell at the player's coordinates is blocked and have it return true/false. Probably best within the conditional event object. (ie, if <map cell> is <clear | blocked> )

  • Be able to check a map's dimensions. Probably best as a tag value. (ie, &&MapMaximumX; / &&MapMaximumY; )

  • Be able to set the &&Job; tag value. If this is done have CGE switch over to the new class table only. (Ie, if a player has enough experience to be a higher level of a new class and is switched over, he won't gain a level until he earns experience points again which will cause the engine to check the table and increase the level appropriately)

  • Allow tag values in the Teleport event object. (ie, be able to type in: &&gb;_goto_map and have whatever value that is stored in there be called in the teleport event object. If value is invalid have it exit gracefully.. ie, a dialog box saying, "Nothing happened" or something)

  • Have an "unequip all" option in the item wizard so I can stop creating invisible items for each location and adding/equiping/removing them whenever I want a player to be completely unequipped.

(edit) Added the most important to the top of the list (/edit)
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(This message has been edited by Stark Bledfast (edited 12-22-2002).)

  • universal tag support meaning more(if not all) interfaces except tag values.

  • fonts(makes it far easier to build an interface)

  • 4 more controllable variables(string&integer;) for the interface

  • (think karma1,karma2,karma3,karma4,karma5...which would make it similar to mapButton(1-10)/MainButton(1...10)

  • More power to sustaain and use bigger(dimensions and bit wise) graphics.

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I was actually thinking of starting this thread myself or some kind of feature request list, so here are mine.

- open gl support (for effects and faster graphics animation with transparency)
if open gl is added then maybe...

- add some kind of streaming data, so that we can connect various maps and not have to load inbetween them.

- multiple levels of blocking on maps (i.e. bullets can't or can pass through, player can or can't pass through.

- some form of jumping (maybe implimented through blocked areas as well)

- npc's can't look through certain walls (also through blocked areas and maybe some tag values)

I think that's it for now... 🙂

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I love wishing.

-tag equation support (Magic Missile does Wisdom + Level damage)
-an api controller for quicktime
-font style support (italics and bold face just add something to dialogue)
-multiple destinations for npcs
-the ability to set which frame actually attacks in the animation
-more animations for characters, specifically: flinch, death, idle, accelerate and decelerate
-more animations for projectiles, specifically hit/miss impacts and contrails
-also along those lines, the ability to replace an animation without changing animation sets, for example, multiple move animations in one set for walk/run, or multiple death animations for soft/hard
-seemlessly looping ambient sound channels
-fully customizable interfaces, and the ability to add more and have multiple pics and setups for every single interface
-more stat choices, multiple portraits
-no hard wired effects such as: random generation of starting stats; mp and hp increases at level ups; floating hp, item name, and target status text...
-inventory: the ability to divide types of items into seperate menus, and the option to have a different picture for items when equipped

myshkyn

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"I'll give the fans just what they want, and nothing else at all."

The ability to fade in sound and fade out without going to another application program.

The ability for the ENEMY to know if it's been hit. That is, a link to a hit in the aggressive NPC setup window. So that the enemy can change its mind and also so that globals can work from the enemy side. For instance, I could set up a global so that when a specific enemy gets hit three times, he turns into a huge monster or something.

Allies to work.

To be able to have multiple shops in one location. To work via conditionals, if Druid is true, then place Druid shop. Or the ability to do it by condionals with items in the setup shop window. This way, a Player doesn't see what he can never have.

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-- Debra
Danillitphil Productions

(This message has been edited by Debra (edited 12-25-2002).)

(This message has been edited by Debra (edited 12-25-2002).)

— Allies (you KNEW someone was going to say this!)

— More customizable and advanced AI's for NPCs, so monsters won't just rush at you and try to hack away. There was a post on this topic, but I couldn't find it.

— The ability to add more of those custom values like "karmas," damage types, game buttons, equipment, etc. This could be a little "+" button in the dialogues. For example, the engin itself would build a game with no damage types except natural. But if you wanted fire type damage in your game as well you'd click the so called "+" button, and it will put something like "Damage1" in the game, which you could name "Fire." The same would be for all the other custom values. You could make just the number of values you needed. Alas, this would be a little difficult I'd imagin to implement (where would Beenox put those "+" buttons! 🙂 ).

— An event that picks a random number from a defined range of values. This would allow for more than two random possibilities that the random event gives. Say you're talking to an NPC and there's three possible things he can say in response to one question. The random number event is given a range of 1 to three. If 1 is rolled, the respective dialogue is spoken by the NPC. 2 gives a different response for the NPC, and so on. This would also be useful for things like card games and rolling values (which should be controlled by us).

— This sort of goes with my third suggestion of adding custom values, but it would be neat if we had the ability to define character stats, like strength, dexterity, ect. There'd be a dialogue that would define the different stats and how they interact with the game's built in values (experience, level, mp, hp, damage, armor, etc.). First you'd make the number of values you need (the all mighty "+" button! 🙂 ). Then there'd be a series of "scripting" to define the values. Say you had the value "Strength" and you wanted it to do the same thing as it does now in Coldstone. The scripting would be like this:

Damage = Strength - 15 IF Strength >= 15

Likewise, you can have the current way of your HP going up that Coldstone has with this:

WHEN XP = MaxXP THEN MaxHP + (Vitality - 15 IF Vitality >= 15)

Now we are able to fully customize the character stats in Coldstone. This would be rather difficult to implement unfortunately. But it would make Coldstone so much better!

— Something to turn off the smooth movement of NPCs. If we could get it so that the images of the NPCs would "pop" around from tile to tile, like in turnbase, then it would look better if there are only still images being used. The game would still be real time, but the shifting action would be great for still images that can be used by those who don't know how to animate well.

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Quote

Originally posted by unknown:
— An event that picks a random number from a defined range of values. ~snip~

This is already possible. Before you run the event, you set a global to a random number using the random option in the set global panel. It will set the global to a number in a range from 1 to a number of your choosing. If you would like a higher range (i.e. 30-45) then you could first set the global to a range from 1-15 (using my above example) and then add 30.

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