- Aug 17, 2018
- 170
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Ah, for #1 I meant more like "move in this direction, at this speed, without any destination". So that you could make, for example, a ship that can be 'driven' anywhere on the map with levers.Nice, glad you like it so far.
About your suggestions:
1. Just confirmed with the coder who worked on the system, the transform node should already work that way, if you put it in a group and move that around the node will work relatively to its parent object.
2. Combat would be best if we just properly implement it for the sandbox. Might be a while tho before we get to it, first we want to make sure the combat is final for the game story mode.
3. This sounds like the controller already in place for the T-placed npcs. We plan to make the sandbox 2.0 placed ones have the same interaction at some point. Anything more would be good to have more detailed descriptions of what you mean
I understand on #2.
And for #3 that's pretty much where I was going with it. The same interactions as in T-placed NPCs, but controlled with events instead. In addition to that:
- An event to make the NPC walk/run to a prop. (along with an event that's dispatched once the NPC reaches the prop.)
- An event to make the NPC follow another NPC.
My only other suggestion would be a way to make text pop up on screen with events. Like the speech bubbles that are in the current build, but on the HUD instead of in the game world.