I've got a nifty little hiding routine in my spy game that goes something like this...
Certain large objects on the map can be hidden behind. You can't just walk behind them, you have to use my hide_behind() verb. This does a couple of things:
1. Moves you to the location of the object.
2. Depending on your stealth skill, replaces your character icon with smaller and harder to see versons of the main character icon.
3. Sets your icon overlay to equal the icon of the object.
4. When you move again, the overlay is removed.
Also, depending on your skill, you might give yourself away by accidentally coughing or moving while hidden.
The cool thing is I have different sized items on the map, so higher skilled characters can hide behind smaller things without having their edges showing. It's all pretty original I think.
I only have to be careful not to let people hide behind things that should strategically block access to an area. Otherwise they can hide and unhide to pass through a dense object.
Just wanted to share because I'm having FUN! I just ordered the blue book too, so I'll be having even more fun shortly. :-)
ID:154551
Jun 7 2001, 8:33 am
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In response to LexyBitch
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Don't mind at all, which is why I shared it. Have fun with it!
By the way, I've been meaning to tell you that I have an old game called "Wabbit Wampage" that I played a few times long ago. It's one of those strategy games from the 80's with tons of rules and little square cardboard pieces. It had a lot of funny rules and things in it. Have you heard of it? You could play a little bunny running around with a chainsaw :-) On 6/7/01 12:16 pm LexyBitch wrote: That is nifty. :) I hope you don't mind if I put something similar into Wabbit: The Updocalypse. It would definitely be in-genre. |
In response to LexyBitch
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On 6/7/01 12:16 pm LexyBitch wrote:
That is nifty. :) I hope you don't mind if I put something similar into Wabbit: The Updocalypse. It would definitely be in-genre. Oh you definitely need the ability to walk through a wall by painting an exit in it! Even better if the exit stays visible but no one else can walk through it. |
In response to Deadron
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I'm thinking about putting in a variable called Credulity. The more Credulous you are, the more likely your character will be able to walk through painted holes and remain aloft with no visible means of support (failed Credulity check means you looked down), but it also makes you more likely to fall for othere people's tricks. An inCredulous, character, would hand the cake with dynamite candles back to the giver, but a Credulous one would stand there with a stupid smile on his or her face.
On 6/7/01 2:05 pm Deadron wrote: On 6/7/01 12:16 pm LexyBitch wrote: |
On 6/7/01 11:33 am Skysaw wrote: