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IceBlinkEngine.com • View topic - Engine Ideas and Suggestions
Page 2 of 2

Re: Engine Ideas and Suggestions

PostPosted: Tue Mar 04, 2014 3:22 pm
by Dorateen
I don't know if this has been discussed yet. Would it be possible to implement 2-handed weapons?

So if an item blueprint was flagged as such, it would require both hand slots available in order to be equipped. Thus, with a 2-handed sword or axe, it would not be possible to carry a shield.

Re: Engine Ideas and Suggestions

PostPosted: Tue Mar 04, 2014 5:44 pm
by slowdive
I think that should be doable with the way you suggested. So equipping a two handed item would unequip both hand slots. A check would be made when trying to equip to off hand to make sure main hand does not have a two hand item equipped.

Re: Engine Ideas and Suggestions

PostPosted: Wed May 28, 2014 4:24 pm
by sinopip
My recent ideas I think good to implement :

- When two areas share the same music, keep same music between areas, so the music doesn't stop and restart.

- expose character creation script, to allow, for example, dice rolls for character generation. I know it is possible to script that like after module load, so perhaps this point of implementation is not important ?

- to be able to swap weapons in combat, that would be great for more tactical opportunities. Or to have a melee and ranged inventroy slot, switchable in combat.

- like youngneil told in a previous post, to be able to change the font size and the size of the log via scripting. Also to have the ability to resize the log so we can see more lines at once. (I haven't checked though the scripts if this is doable)

Re: Engine Ideas and Suggestions

PostPosted: Mon Aug 04, 2014 4:45 pm
by sinopip
One thing I wished much... well, is already there. :roll:
The GUI misses a swap weapon button. I found in some documentation the shortcut "i" for inventory, so you can change at any time during combat the gear of the characters... no button, just key "i" to use! Perhaps it will need some restrictions though (only hand items of the currently active PC?).

Re: Engine Ideas and Suggestions

PostPosted: Tue Aug 05, 2014 8:30 am
by youngneil1

Re: Engine Ideas and Suggestions

PostPosted: Fri Aug 08, 2014 5:46 pm
by sinopip
I suggest another idea which would be a great improvement : to support bigger areas than 2048x2048px (that would need some graphics engine optimization). And then, zoom-in/-out and minimap!

Re: Engine Ideas and Suggestions

PostPosted: Sat Aug 09, 2014 7:42 am
by youngneil1
Yepp, bigger areas would be awesome (did quite some testing to find out max. workable size). The directx seems to be too slow though. Zooming would also be welcome of course ;) , but the size limit increase would be the truly wonderous thing.

In the graphics department I would wish as Nr.1 improvement though for a weather and day/night system (particle engine anybody 8-) ?).

Re: Engine Ideas and Suggestions

PostPosted: Wed Aug 13, 2014 5:13 pm
by sinopip
For day and night system, I have an idea. We could create some more or less opaque black prop (ex. dawn/dusk 25% opaque and night 50% opaque) and add them to all the tiles on the map (or one huge prop at position <0,0> with a pre-defined size which must match the Area size)! :mrgreen:
To do it dynamically, we would need a script for that, and better, the "OnEnter" script property called (it is not implemented at the moment). Don't know if it will give a problem with the engine, such as processor/graphics lag or crash...

I also suggest that the windows of spell selection and traits could contain groups, perhaps, so they are sorted by categories? And also inventory?

Re: Engine Ideas and Suggestions

PostPosted: Thu Aug 14, 2014 12:32 pm
by youngneil1