Hi all,
I'm putting together ideas for a first-person adventure game, in the vein of Myst or Zork Nemesis, and it looks like RF might be the right tool for me. I've already built a few test levels to get some of the engine's kinks hammered out - removing weapons and platforming, simplifying movement, getting the hang of what scale the level geometry needs to be, that sort of thing - and I've got a few questions.
First, does RF support a "use key," as in Half-Life (or really most modern first-person games)? I've read a couple of tutorials on scripting and puzzle construction, and they all seem to mention bumping into buttons to set a script in motion, but I've seen nothing about a use key. I'm not afraid to go under the hood and tackle some coding if necessary.
Second, is it possible to eliminate the notion of health? I wouldn't want the player unknowingly accumulating damage and suddenly winding up dead, since this would ideally be the kind of game where you can't get stuck or die.
Has anyone else attempted anything like this?
Myst-like puzzle game in RF
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Re: Myst-like puzzle game in RF
Yes, by default it's 'U' but you can change it to any other key. You may find that several entites have a 'UseKey' option to activate them.mattsmodernlife wrote:First, does RF support a "use key," as in Half-Life (or really most modern first-person games)?
Well, the player always has a health attribute, but you don't have to show that to the players of your game. If you set the low limit of the player health to 1, the player will never die. If you remove the hud element that shows the health you won't notice anything of the health attribute.Second, is it possible to eliminate the notion of health? I wouldn't want the player unknowingly accumulating damage and suddenly winding up dead, since this would ideally be the kind of game where you can't get stuck or die.
Yes:Has anyone else attempted anything like this?
http://www.realityfactory.info/cms/inde ... 5-telepath