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Justin Daniels

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About Justin Daniels

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  1. So I've been working on a few random projects while building, and then I took a look at one in particular... a toilet. I checked the objects lookup list, and saw poop. Immediately, my brain started to work on some crappy idea that, maybe, could have SOME form of merit in various other ways besides just toilet logic. And that idea... is "Interactable Logic". The Pitch So we all love Dungeons and we all love Puzzles. Well, maybe not all of us, but what if there were a way for players to actually PROGRAM these kinds of things into their builds? I believe this can be done in a manner similar to "Grouping" objects together. Instead of "Grouping", however, we could always go with "Connecting" them, instead. Kinda like activating a "Trap Door" with a lever, and a "Real Door" with another one! Like sticking an imaginary cord into two objects, and watching their interactions go to work! You activate ONE object on one side of the map, and it causes the OTHER object to be activated as well! Or maybe even a toggle, where interacting with ONE object activates the other, WITHOUT activating the one you clicked. Then there's another idea: "Object States". THIS is where that toilet came into play! See, I'm working on a toilet seat. And I was thinking, "What if I put a piece of poop inside it, made it INVISIBLE, and the seat makes it turn VISIBLE whenever someone sits on it? And the lever, when pulled, will make it invisible again, to simulate them 'Flushing' the toilet?" Then when setting up a table with a feast, imagine how much better for Innkeepers it would be to make interactables that can change their own state on right-clicking? Like, you set up a bunch of food on a plate as interactable objects. And when you click on the food items, they make themselves go invisible, simulating you having "Eaten" your food. And there's a platter in the center of the table that, when activated, will make your plate fill itself up again, by making those invisible foods visible again? And of course, the idea to add a "Lock Toggle" for the plates that aren't seated. Imagine being able to just disable and enable the logic of an item by merely flicking the "Logic" option "On / Off" without having to re-plug it all back into the Main Object. So if you have a HUGE table, but only one or two customers, you can check a list of the objects connected to the "Platter", and see which ones are "Connected" and which ones are "Disconnected". By toggling each one of them individually, you can KEEP the logic, but have them temporarily disabled until toggled on again. That way you're not filling a table of 8 adventurers for only 2 or 3 of them. Anyways, just an idea. I love connectors and logic items in my sandboxes.
  2. For now what I usually do is, if I like a phase, set .phase enter <number> as a macro, so I can just click it and join anytime. Might not be the best option, but it at least saves a bunch of time looking through long lists in the ad section. ?
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