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Skullstone - Level Design

Discussion in 'Game/SP News & Comments' started by RPGWatch, Apr 4, 2020.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]The latest dev diary for Skullstone explains the level design going into the game.

    [​IMG]

    ...

    At one point, it became apparent that a script can also be used to set a particular property of an object and not only for operating on states. In this way, we attach texts to the signs on the wall and we configure altars (you will see what they are in the game).

    What about if we wanted to define a more sophisticated behavior? What if we need to store some data and run a sequence of events? Memory cells are needed and we have them. Each of the two-state objects can be such a memory unit that can accept 0 or 1 value. We hide them in some inaccessible place so the player does not need to see them. Those strikethrough cells are such "memory objects". They have no special logic to them nor interaction, they cannot even be seen! They simply remember the state and can be addressed. A suitable sequence of state-transfer instructions that conditionally lock the state (change of the state is locked if a particular state occurs in another object) has given us the door, which we can open and close only a few times before they are lock for good. Nice trap, isn't it? Especially, if there is a pack of bloodthirsty creatures waiting behind the door.

    Some time ago we recorded a video in which we presented our solutions. I think it will be a nice addition to the above article.

     
    Last edited by a moderator: Apr 4, 2020
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