Springheel on 21/1/2010 at 21:45
Quote:
are there plans to support campaigns (with loot/inventory carryover, etc.)?
It's certainly on our radar, but we haven't gotten as far as making plans.
Serpentine on 21/1/2010 at 21:52
@Yandros
At the moment it shouldnt be an issue to have multiple maps in the pk4, traveling between them and triggering things in them is all possible from what I see. However there is no direct method for transfering all items and such between the maps.
With careful use of cross map triggers I assume that you could rig it to work in round-about way - however it would be a bit of work and making it non-linear might result in a risk to the mappers sanity! :)
Fidcal on 21/1/2010 at 22:07
Quote Posted by Yandros
Seeing (
http://www.ttlg.com/forums/showthread.php?p=1956472) Brethren's question in the St. Lucia's re-release thread about whether Thieves' Den would also get re-released to be mod-friendly got me thinking... I thought, "maybe fidcal will do it when #3 is ready and release all three together". But that lead me to wonder, does TDM currently support multiple missions in a single PK4? If not, are there plans to support campaigns (with loot/inventory carryover, etc.)?
Sorry if this is in the FAQ at the TDM website or somewhere else obvious and I just missed it.
This is not a bad idea actually. We're having trouble merging two halves of Heart and might have to go to Plan B which is two levels. If so, maybe I could develop the story a bit more for the earlier Den 1 & 2 in particular linking graphical briefings and make a 4-mission campaign. I might include some means to skip 1 & 2 for those who don't want to play through again.
I'll give this some serious thought. Maybe we could include a new graphical briefing at the start to introduce and strengthen the Farrell character.
Yandros on 21/1/2010 at 23:53
Even without loot carryover, the ability to play multiple missions in sequence, where the next one starts automatically when the status screen from the prior mission is dismissed, would be a big step.
Fidcal on 22/1/2010 at 11:46
Just retested this and the endlevel entity still works. I can push a lever and go to the next level and push a lever there and get back.
So at its simplest the mapper would just trigger this with the final objective completion then put a few lines of briefing on the title loader screen of part 2.
There would be no difficulty selection. It can be set by script but player selecting needs more. I'm uncertain but probably the difficulty is carried over automatically so if you chose Hard on level 1 that's what you'd get for all levels if you did nothing else.
TheCapedPillager on 22/1/2010 at 12:31
Quote Posted by Fidcal
There would be no difficulty selection. It can be set by script but player selecting needs more. I'm uncertain but probably the difficulty is carried over automatically so if you chose Hard on level 1 that's what you'd get for all levels if you did nothing else.
That doesn't sound like a bad thing, most games (not that I've counted) work this way I think. Although I agree with Yandros that not having the loot carryover wouldn't be a big issue, if it were supported it would give you a powerful incentive to hunt for every last bit of loot. :D
Fidcal on 22/1/2010 at 13:48
I'd need more incentive than just being able to buy more ammo, like magic bouncy boots, bow auto-sight upgrade, darkshadow bomb, robotic eyeball, zombie early warning system, guard turner that makes guards look the other way, guard briber that makes guards let you pass, telescopic foldup ladder, loot scope, a sidekick you could send ahead to take your hits, a bicycle to ride home on, stuff like that.
Yandros on 22/1/2010 at 14:08
Wow, cool! So you're going to have all those things in the loadout store in your next mission? ;)
Fidcal on 22/1/2010 at 17:34
Sadly I've played too much Oblivion :rolleyes: where loot incrementing really worked and as the game progressed you could buy more good stuff. But seriously, cash and equipment are carefully measured in every shop for balance on each difficulty level so I'm unsure of the merit of loadsa money (except to accumulate a running total) unless there were some special items that were perhaps in every occurrence of the shop through a campaign. To begin with you could only drool but it would motivate you to raise the required prices over the next levels. Same problem applies though: special extra tools would just break the balance of the game most likely. In Oblivion the game automatically gets harder as you get stronger and richer so there is a balance. In Thief & TDM it doesn't work like that so I'm unsure of the value of carrying over money.
Yandros on 22/1/2010 at 18:39
I agree, and supporting it would just be gravy as far as I'm concerned. Think of all the multi-mission campaigns for T2... very few offer loadouts between missions. And in most cases, it's because the story precludes it. Being able to change difficulties between missions in a campaign would, IMHO, be a more worthwhile investment of the team's time in this area than loot/equipment carryover.