Generic work arounds
This is a thread to cover the subject of workarounds in general.
NWN is full of them, it is basically: ways writers find to get over a mission generator's
Not exactly a 'hack' more like a writing exploit :D
I am curious how many writers will be looking for ways around the generators basic
concept to do...unusual things.
Basically, if you normally can't put the player in a ship of your design, find a sneeky way to
do it anyways :)
While we may not be able to force them to pilot a ship of our choosing, we might be able to script something where the players actual ship is way way way off-screen and you move the camera to show them go through a pre-scripted fight using the ship of your choosing with their bridge officers coming up to announce combat actions (similar to how this weeks Devidian episode had the much smaller than usual pop-up during the mission of 'Use the proton gun!').
Really depends on if the effect you want is to force the player to pilot something unusual, or just to have them piloting something odd as a MacGuffin to move them to a different sort of interior or story sequence then normal.
But again, depends on what sort of scripting we are allowed to do with the camera and what sort of things like turning off the warp-in / warp-out sequences we can do.
I was thinking, if we as writer could effect a holo-emitter on a players ship....similar
to the dabo prize ones (with no experation) we could make thier ship LOOK like another one :p
Congrats ! you are now a cargo ship...lol enjoy
To be honest, it hadn't even occured to me that we might be able to place a holo-emitter style effect on a players ship. That would definately solve the problem of making the ship look different so we could in the episode script claim they were piloting something else, without actually forcing them to pilot a style of ship different from what they were used to.
That does bring up an interesting question of what sort of effects we'll be able to put in place on a player.
For example, can we just make a player suffer the effects of a Gorn bite (with the vomit emote and all that) without needing a Gorn there to bite them if we wanted to write a scene where a player had been poisoned?
yep, when UGC hits tribble...I will be spending several days just figuring out what I can and cannot
do with it :p
Agreed, lets stretch this engine. This is where having, here, the wiki, and UGO site will come in handy in terms of experiments. I swear this forum is starting to feel like the starting block at a marathon. We're all chomping at the bit to get it started.
Hmmm we might need another official thread category
Where we can share ways to do different things and ways to simplify things writers will want to do.
Like make a players ship look different
How to make puzzels work <when that feature is added>
How to make puzzels before that feature is added :p
Workarounds to any bugs that pop up and refuse to be fixed
Good story telling technique
and basically writters helping writers in the nuts and bolts kinda way.
I used to build in second life and this just came to mind
>>> On interior ship 'pieces' all the windows and the main view needs to be hallow.
There is a reason:
By making it hallow, it allows us, the story teller, to choose the background to stick on the outside
of the window or viewer so we can control what a player can see on the view screen or out the window.
Seems kinda like a small point but if you have a spot in a story where your in a ship interior
in orbit around..say Vulcan...we don't need players seeing SB1 on the main viewer.
So I am asking for empty windows and viewer along with some flat set pieces with various
views on them...for windows and a set for the main viewer.
in the set there should be:
starfield at warp...animated would be nice
a bunch of planets
That way we can pick the right ones and place them in the viewer slot and various windows
Just a thought.
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