Doom, classic.
That's awesome that I've inspired people. What I really hope is that the 'interactivity' of my game is what is taken from it. If that's the case, here's a script based off of one of storytellers scripts.
:state=0:state=1
:state=1,plrdistwithin=60,pickobject=1:fpgcrawtextsize=16,fpgcrawtextfont=courier new,fpgcrawtextr=190,fpgcrawtextg=190,fpgcrawtextb=190,fpgcrawtextx=50,fpgcrawtexty=80,fpgcrawtext=Press 'F' to examine
:state=1,pickobject=0:state=0
:state=1,scancodekeypressed=33:state=3
:state=3:fpgcrawtextsize=16,fpgcrawtextfont=courier new,fpgcrawtextr=190,fpgcrawtextg=190,fpgcrawtextb=190,fpgcrawtextx=50,fpgcrawtexty=80
:state=3:fpgcrawtext=Its a control panel to operate the machines in the engine room but there appears to be maintenance being done.
:state=3,pickobject=0:state=0
It was the most repeated sort of script in my game. And because the object had to be dynamic to read scripts, a trick I often used was to have the static entity I want where I want. Then I have the same entity over top of that with an invisible texture and the script. Meaning, it seemed you were examining a static object.
Onto the current level-in-progress. I have just uploaded some pics of the level.
This is a picture of what most crew rooms could end up like. I'm not sure, but it feels a little bland. Still being worked on of course. The poster is a joke by the way, but it will be included somehow as an easter egg.
Continuing on the idea something has gone drastically wrong and parts of the place have been destroyed, this presents a problematic factor in the 6th level. You have to find another way around, which will call for interesting level navigation that I love to make.
As always, feedback is welcome
"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12