I’ve made more dramatic changes on the single-player campaign front. In particular, I’ve added a lightweight scripting system to character dialog that will let me (and you!) do all kinds of fun stuff in addition to making characters say things during cut scenes. Move characters around on-screen; rotate them to face whoever they’re addressing; spawn them; remove them from the scene; make them join or leave your team; or even kill them outright. This power is now in your hands!
I’ve also implemented persistent character death in the campaign. Death occurs in a style that I’m calling perma-non-lethal K.O. Basically, characters don’t actually die: they just suffer injuries that prevent them from ever fighting again. It operates in the same way as permadeath as far as the battles are concerned, but it won’t prevent characters from saying their lines during cut scenes. It’s the best (which is to say, the easiest to implement) of all possible worlds.
Finally, I’ve done a lot of work on the campaign’s story. I’m quite pleased with how the characters are developing–there’s a lot of sharply worded drama here. I’d say more, but I’d prefer to avoid spoilers for the time being.
I’ve also implemented persistent character death in the campaign. Death occurs in a style that I’m calling perma-non-lethal K.O. Basically, characters don’t actually die: they just suffer injuries that prevent them from ever fighting again. It operates in the same way as permadeath as far as the battles are concerned, but it won’t prevent characters from saying their lines during cut scenes. It’s the best (which is to say, the easiest to implement) of all possible worlds.
Finally, I’ve done a lot of work on the campaign’s story. I’m quite pleased with how the characters are developing–there’s a lot of sharply worded drama here. I’d say more, but I’d prefer to avoid spoilers for the time being.
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