[CF-Devel] On teleportation
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Tue Oct 28 01:22:09 CST 2003
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The problem with diablo type teleporters is you need some mechanism to say
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this is an OK place to teleport to. The current town portal code probably won't
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work, as most likely your target teleporter will disappear (map reset) over
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time. That works fine for town portal - can't portal into the treasure chamber.
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My understanding with diablo is they specially place various checkpoints,
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which is what you can then teleport to. Crossfire could do the same thing, but
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if we're going to do that, why not just put teleporters out there (one could
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arguably doing something like checkpoints right now pretty simply - have the
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checkpoint object insert a marker into the player object. That marker then lets
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the player activate a teleporter in town that gets them there).
Diablo is a very linear game - there is one main plot and you follow it
with minor sidetracking - if you wanted to do a similar thing to the
Diablo waypoints in Crossfire then you would need hundreds of them...
and a way to manage hundreds of them (remember Diablo 2 only has
something like 5-6 waypoints in each of the 4(?) main area levels)
What's so wrong with the existing transportation methods? Boats,
dragons, guild portals. If there is a real popular location missing it
can be added really easily... Remember Bigworld is fairly
underdeveloped right now, but there are inns and shops being build out
there - hopefully it won't be as necessary to haul yourself back and
forth from Scorn all the time.
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