[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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