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Quote from: Endymion on 02 June 2018, 16:34:59Yes, that's the one. Although they're not invisible at the moment, for instance aforementioned squirrel before cyclop boss is an actual quest object.Also I'd add this practice became obsolete in IT, most quest actions had a proper delay timer built in by that time, as far as I remember. Albeit squirrels are still in use to this day.They could've added some squirrels to Ragnarok,.. the quest timing is horrible in Act V I needed to talk to Wodan after he ran, but he wouldn't run unless I talked to him, and once he started running the dialogue cut off. The result was quite funny, as it made him look like some angry spoiled kid, rather than the allmighty Allfather.By the way, does anyone know how to access the dialogue texts outside of the actual game? Stuff like the above happens a lot in Act V, and I also sometimes click through dialogue a little too eagerly, so I'm missing parts of lore. I'd like to read them casually afterwards.
Yes, that's the one. Although they're not invisible at the moment, for instance aforementioned squirrel before cyclop boss is an actual quest object.Also I'd add this practice became obsolete in IT, most quest actions had a proper delay timer built in by that time, as far as I remember. Albeit squirrels are still in use to this day.
Ha, well I never knew that. Found the article I think you mentioned Endymion and not that very long ago either - November 2017. Here's the TQ bit."Without a doubt the hackiest thing I remember from Titan Quest is how we managed the event scripting. The quest / event tech had a major weakness in that there was no way to delay an action once it was triggered. So if you wanted something to happen 5 seconds after a player ran through some bounding volume, there was no way to set a delay. It would always be instant. We were nearing the end of production, so it was hard to request additional features, as engineers were slammed just trying to meet their milestone deliverables. One of the QA testers had started helping out with scripting work, and figured out that there was in fact a way to delay an action from triggering based on the length of an animation. He ended up using these squirrels we had as ambient creatures as the animation timer, and they became the default timing mechanism. He created an invisible version of the squirrel, which he would place in the levels where he needed them, then would time everything based on the duration of their idle animation. Because of his creative problem solving, he was promoted to designer on the next project."Arthur BrunoOwner / lead designer, Crate EntertainmentAnd my guess, comparing the design teams of TQ and IT, is it's the same Dave Kondor I mentioned. In the TQ manual he's credited as being Q/A - Design Implementation, but in the IT one he's part of the design team.https://www.gamasutra.com/view/news/310570/Developers_share_their_most_memorable_dirty_coding_tricks.phpGot to post this over on the GD forum as well, I bet a lot of people don't know that.
Quote from: MedeaFleecestealer on 02 June 2018, 15:53:32He ended up using these squirrels we had as ambient creatures as the animation timer, and they became the default timing mechanism."Haha, no, we totally re-wrote the quest system for GD. Trying to make another game with the old TQ system would have been a nightmare and very limiting."
He ended up using these squirrels we had as ambient creatures as the animation timer, and they became the default timing mechanism.