[mainline] spoiler and tips for scenarios
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- battlestar
- Posts: 690
- Joined: January 1st, 2007, 7:12 am
[mainline] spoiler and tips for scenarios
Having tips/spoiler shown exactly like objectives, offering the map makers the chance to explain all the "hidden events" to players who hate surprises, while not ruining the surprise for those who want to play the maps as it is.
LUA: Llama Under Apprenticeship
Hell faction: completed
Hell faction: completed
- averyimaginativename
- Posts: 245
- Joined: August 21st, 2010, 12:40 pm
- Location: /dev/null
Re: [engine] spoiler and tips for scenarios
CABD in WML and trivially so. Adding it to the engine seems to be bloat for bloats sake.
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On an indefinite Wesbreak for health reasons - please only try to get my attention for UMC story images website issues.
On an indefinite Wesbreak for health reasons - please only try to get my attention for UMC story images website issues.
- DEATH_is_undead
- Posts: 960
- Joined: March 4th, 2007, 3:00 pm
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Re: [engine] spoiler and tips for scenarios
Not spoilers, which I believe is what the OP is trying to get at.
3P MP Scenario - Great Dwarves Escape
The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.
The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.
- averyimaginativename
- Posts: 245
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Re: [engine] spoiler and tips for scenarios
If he wants them to be shown the same as objectives they can.
Or similar with a variable set in a dialogue option at the start of a campaign.
Code: Select all
#ifdef EASY
[objective]
some objective with spoilers
[/objective]
#else
[objective]
some objective without spoilers
[/objective]
#endif
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On an indefinite Wesbreak for health reasons - please only try to get my attention for UMC story images website issues.
On an indefinite Wesbreak for health reasons - please only try to get my attention for UMC story images website issues.
- DEATH_is_undead
- Posts: 960
- Joined: March 4th, 2007, 3:00 pm
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Re: [engine] spoiler and tips for scenarios
Good point, didn't think of that.averyimaginativename wrote: Or similar with a variable set in a dialogue option at the start of a campaign.
Basically, a work around would be (as averyimaginaticename put it) to make a [message] with an [option] containing the spoilers. Truthfully, I had mixed feelings about this idea in the first place; the coders do have a fairly large load on them.
3P MP Scenario - Great Dwarves Escape
The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.
The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.
- battlestar
- Posts: 690
- Joined: January 1st, 2007, 7:12 am
Re: [engine] spoiler and tips for scenarios
There are spoilers that are beneficial to players of all levels. For example, this from DiD:
Stuff like that would be able to be incorporated into the scn itself instead of having the player go off to find a walkthrough.
Also, from the map maker's stand point, this offers them the space to better explain what the players have to do to complement the objectives. Sometimes it's not entirely feasible to explain anything complicated in the objectives list.
This way would be more user-friendly where the player can choose on the basis of each scenario. It could be just a copy of the current objectives codes on a different list item.
In the end, I'm just offering an idea for the coders to consider.
Even a good player could get stuck on that and needing to restart.
Stuff like that would be able to be incorporated into the scn itself instead of having the player go off to find a walkthrough.
Also, from the map maker's stand point, this offers them the space to better explain what the players have to do to complement the objectives. Sometimes it's not entirely feasible to explain anything complicated in the objectives list.
This way would be more user-friendly where the player can choose on the basis of each scenario. It could be just a copy of the current objectives codes on a different list item.
In the end, I'm just offering an idea for the coders to consider.
LUA: Llama Under Apprenticeship
Hell faction: completed
Hell faction: completed
Re: [engine] spoiler and tips for scenarios
I've seen campaigns with hints/spoilers. I'm pretty sure that, however you want to do it, it can be done in WML. The issue is the willingness of campaign designers to incorporate it.battlestar wrote:There are spoilers that are beneficial to players of all levels.
"Reading files and creating cache"
Creating cache? Isn't counterfeiting illegal...
Creating cache? Isn't counterfeiting illegal...
- averyimaginativename
- Posts: 245
- Joined: August 21st, 2010, 12:40 pm
- Location: /dev/null
Re: [engine] spoiler and tips for scenarios
Tomato surprises can almost always be avoided with design features. Hinting at what might happen in the story is the most graceful, changing objectives on the fly, altering the rules slightly (eg, this rebel ghost can make other units rebel once per turn, but only n turns after it's created giving other units a chance to get to it first), and so on. In the worst case scenario a message speaker=narrator can act as a long scenario note.
Not only would this only be of limited use, but could also in many cases encourage poor design.
IftU and BMR both have map specific rules that need a long explanation, and I don't think either of them suffer for using the narrator.
Not only would this only be of limited use, but could also in many cases encourage poor design.
IftU and BMR both have map specific rules that need a long explanation, and I don't think either of them suffer for using the narrator.
UMC Story Images web gallery
On an indefinite Wesbreak for health reasons - please only try to get my attention for UMC story images website issues.
On an indefinite Wesbreak for health reasons - please only try to get my attention for UMC story images website issues.
Re: [mainline] spoiler and tips for scenarios
Switching this from an engine idea, to an idea for mainline content.
Since the suggestion is already technologically possible, you should instead discuss specific instances where you think its implementation is needed.
Since the suggestion is already technologically possible, you should instead discuss specific instances where you think its implementation is needed.
- battlestar
- Posts: 690
- Joined: January 1st, 2007, 7:12 am
Re: [mainline] spoiler and tips for scenarios
Code: Select all
#define SPOILER_MENU TEXT
[event]
name=prestart
[set_menu_item]
id=spoilers
description= _ "Spoilers"
image=misc/key.png
[show_if]
[/show_if]
[filter_location]
[/filter_location]
[command]
[message]
speaker=narrator
message={TEXT}
[/message]
[/command]
[/set_menu_item]
[/event]
#enddef
{SPOILER_MENU ( _ "
la
la
la
no spoilers for you.")}
LUA: Llama Under Apprenticeship
Hell faction: completed
Hell faction: completed
Re: [mainline] spoiler and tips for scenarios
Maybe it should be called "scenario hints" or "scenario tips"?
ride on shooting star