Page 3 of 3

Posted: Mon Apr 03, 2006 4:53 pm
by aegidian
flap wrote:
Maybe it would be good if there was a generic screen in stations for OXP.
Any OXP can had any new entries in it :
By pressing F4 (if F4 is the key to that screen), you get a screen with a few choices given by the oxp.
I have it in mind to do something like this. But it's a very vague plan ATM.

Posted: Mon Apr 03, 2006 5:07 pm
by flap
! Nice !

As some other said, we would go quicker to list what is not on your TODO list !

Posted: Tue Apr 04, 2006 8:48 pm
by Commander Gralen
I guess the conversation could probably be set in the mission OXP itself.
Either just set in as an over-huge OXP, or put a Conversation OXP in with

[insert text]

-[insert option]
-[insert option]
-[insert option]
-[insert option]

With the texts and options in the Mission OXP's from then on or...

... or something... :roll:

Posted: Wed Apr 05, 2006 4:17 pm
by Rxke
Sorry, been quite busy w/ RL stuff...
I guess the conversation could probably be set in the mission OXP itself.
Either just set in as an over-huge OXP, or put a Conversation OXP in with

[insert text]

-[insert option]
-[insert option]
-[insert option]
-[insert option]

With the texts and options in the Mission OXP's from then on or...
yeah, that'd be lots of work, for very static result (I mean: either a shoritsh OXP, which will be 'moronic' or a laaaarge one, which will only be slightly less moronic :lol:
So an Oolisa kind of script would be more the way to go (w/ an added option to exit the conversation after every sentence the bartender/whoever utters...)

The added 'niceties' like the apt names, are non-essential, but... Nice, heehee (but I still haven't figured out where to look how Oolite constructs 'planet XYZ is fabled for its ... and..." stuff, but then again, RL hasn't given me much time to go looking for that piece of code, so it might be pretty straightforward.

...Or someone else knows where that happens? I mean, the 'planet-seed' ('ID-number' triggers this, but how??? )

Posted: Thu Apr 06, 2006 2:23 am
by Rubinstein
The whole idea is not really new: it's known from Terminus and used to trigger linear story missions.
Personally, I'm no great fan of linear story lines, but real random missions (=> not bound to specific OXPs)
would be something for my taste! 8) Though it also wouldn't be something new...

Posted: Thu Apr 06, 2006 6:05 am
by Rxke
eh..

it's dead in the water, AFAIK, Oolite doesn't support text input via scripts.... :?

Posted: Thu Apr 06, 2006 9:40 am
by Frantic
Would be nice if the bar's disposition towards you was affected by your trip in. So if you killed a bunch of pirates, rescued a few traders and sustained heavy damage, more people would be willing to talk to you.

How about a text interface? :-)

*buy groigan drink

-the groigan gets even more drunk and mentions discovering the location of a pirate base

*ask groigan about pirate base

-the groigan looks at his multi-watch and says "whoah, we're supposed to form up at the nav beacon in five minutes!" He staggers in the general direction of the door, obviously intent on pilotting a ship

*buy sobering drink

-you drink some vile local caffiene based sludge that somewhat restores your flight abilities

*leave bar

Posted: Thu Apr 06, 2006 5:23 pm
by Selezen
That's a fairly cool idea, actually...use some sort of text adventure engine to create an interactive experience whilst docked.

"buy grogian drink"

the barman hands the grogian a steaming tankard. he salutes you then quaffs it all before launching into a tirade about the state of the galaxy.

"leave bar"

You are in the corridor. You can hear an angry Grogian's voice emanating from the bar to the east.

"laugh"

You laugh.

"return to ship"

Say what now?

Posted: Thu Apr 06, 2006 11:15 pm
by JensAyton
Rxke could combine that with his Eliza code. ;-) It’ll need to be implemented within the app, mind.

Posted: Fri Apr 07, 2006 4:29 pm
by Arexack_Heretic
I'm ignoring the last n replies...I'll read em later. :)

I say keep it really bare bones.
just text for now or a static set of pictures.

Have it under a second key-stroke...such as twice F9 (or something more logical.) Like hints during the contrictor hunt.

Have several descriptions of a dull/nondescript evening at the bar/restaurant etc.
Have a few interesting 'talk' interactions, resulting in a variety of occurences/minimissions etc.
There should always be a way out of a potentially bad situation.
These escape options could possibly be prone failure with a bad rep.

!!
Include a HOWTO in the readme.txt for adventurous persons who would wish to contribute additional events and encounters.
!!

2cc