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PostPosted: Thu Nov 03, 2016 12:57 am 
Trooper
Trooper

Joined: Sat Jul 09, 2016 6:11 am
Posts: 11
Umriss, I think I see the direction you intend for scripting more clearly. After thinking about the issue more, I believe some of what each of us has proposed is complicated and may not integrate well with the existing design of DK2. I'm proposing two smaller "compromise" features that might be more appealing to KillHouse than a fairly major niche feature.

Those compromise features are:
1.) Mod support for in-game (runtime) AI scripting with the explicit intention of enabling modders to create their own in-game AI scripting interfaces and behaviors.
2.) Optional automatic pausing of the game with visual alerts when certain conditions have been met (examples: enemy sighted, X level of damage received, etc.).

If the modding community expresses interest, I believe the proposed features may offer a favorable cost-benefit while increasing the size of the target audience the features appeal to. At the least, optional automatic pausing should mitigate some of the desire players may have for in-game scripting.


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PostPosted: Tue Dec 06, 2016 1:36 pm 
Trooper
Trooper

Joined: Mon Dec 05, 2016 8:28 am
Posts: 1
Lots of good ideas in this thread. Looking forward to the new game.


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