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Forked Thread: GTS 2009 D&D Seminar - 4e video game
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<blockquote data-quote="hong" data-source="post: 4759674" data-attributes="member: 537"><p>The daily cycle thing certainly isn't necessary for an exploration-heavy game. On a computer, you can have long refresh cycles without a specific rest period. Computer gamers are also well-used by now to abstract hit points, even more so than p&p gamers I suspect; so they probably wouldn't even mind not having to sleep for 8 hours a day.</p><p></p><p>As said, the main obstacle is basically allowing for immediate actions. You can have powers that trigger on a hit, on a miss, on an attack, when someone moves too close, when someone moves away... and they can go off either before or after the triggering event is resolved.</p><p></p><p>The most practical solution would probably to let the AI handle everything, rather than allowing the player to choose when to use, say, Disrupting Shot.</p></blockquote><p></p>
[QUOTE="hong, post: 4759674, member: 537"] The daily cycle thing certainly isn't necessary for an exploration-heavy game. On a computer, you can have long refresh cycles without a specific rest period. Computer gamers are also well-used by now to abstract hit points, even more so than p&p gamers I suspect; so they probably wouldn't even mind not having to sleep for 8 hours a day. As said, the main obstacle is basically allowing for immediate actions. You can have powers that trigger on a hit, on a miss, on an attack, when someone moves too close, when someone moves away... and they can go off either before or after the triggering event is resolved. The most practical solution would probably to let the AI handle everything, rather than allowing the player to choose when to use, say, Disrupting Shot. [/QUOTE]
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Forked Thread: GTS 2009 D&D Seminar - 4e video game
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