I decided that early in the dope “game,” in order to progress it would be necessary to annoy this thing, whatever it is, by throwing, probably, a strawberry at it, after it asks you to bring it some blueberries.
I have yet to draw in the orange ribbon-things. yet I made a retaliatory gesture for if the player tries to attack it with something other than a strawberry, even though i could have just have the thing “WAH” at and force backward the player since, as evidenced by the linked sequence, it does have that “power.” But I also like the idea of it remaining calm UNTIL the strawberry.
AND all this will probably only be seen once!
I like in hexen how some “switches” are activated with situationally relevant items rather than just pressing the activate button in front of them, but I dislike the heretic/hexen inventory system, as it uses buttons I do not normally press, and they can be used regardless of what the hands are doing and can be used rapidly and stupidly in the heat of combat, provided you have remapped the buttons to something more practical. I want to try out the idea of using items the same way as weapons. it is tricky because generally only buttons 0 through 9 can be used for selecting those, but since the player is controlling a dope i probably wouldn’t give it too many items at once, and i would remove weaker versions of weapons that get replaced so the same number could be used to select them. like chaingun takes over the pistol slot, that sort of thing.
OF COURSE i have seen modifications where the pistol still has value since it is more precise, or like in dark forces where the chaingun-like gun uses more bullets than the regular gun. right but a lot of this is still speculative. Yes even after 6ish years of development, after more years of more passive development before that, I still do not know precisely what I am trying to do.
nuke dukem 3d has the equipped weapon go away and a hand show up and use keycards, when necessary, without needing to designate a keycard as a weapon, but I don’t know how to do that in the doom engine or if there even is a way without another pile of code I don’t understand and I hate asking for that.
my idea might still be annoying, unless the solutions are fairly intuitive, especially with thrown items that would need to be picked up again or replaced. this one isn’t intuitive, but since, at the moment, the strawberry is the first item you can get and there are only two points of interest that you might think to throw it at i IMAGINE it is functional, which is an improvement upon imagining that I might think of things to try later.
But I also need to make more comic pages. It is funny to have a project where even less takes longer to happen than in that.
I never finished playing lagoon either. I much prefer the present tasks I am never finishing.
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