Saturday, April 26, 2025

Event-Driven Spawns (Cool stuff!)

I was really surprised that I hadn't done it already when I went to implement it... but I didn't have the ability to spawn a particular creature based on party events - or, speaking like a normal person - I didn't have a way to spawn quest-specific creatures when you were on that quest.

Super short version.  I do now.

Slightly longer version, I went through, tweaked the editor code to allow that, then tweaked the app to behave based on either "Spawn When" or "Don't Spawn When" conditions. Super good to have.

Building on what I'd done in the last few days, I used a "junk" spawn from bandits, modified the item to trigger a quest for a wanted bandit, picked up the quest with my party, tracked him down, finished off the quest and collected my reward.

Now, the really cool thing about this being event driven is that it's been my plan to drop events into the players list based on certain world events. Night time? Drop in a night-time event. Day time? Drop in a day time event. It's raining? Rain event. With this new functionality, I can really drive a better narrative with certain things, such as "This place is only dangerous at night" and so on, or have them linked to weather effects and so on.

Here's the screenshot I grabbed with the bandit Chester, as I was hunting him down for the local guards.

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Event-Driven Spawns (Cool stuff!)

I was really surprised that I hadn't done it already when I went to implement it... but I didn't have the ability to spawn a particu...