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[17:55:20] <WizardryDragon> Lo
[18:01:10] <Marzo> Hi
[18:02:33] <WizardryDragon> Hullo
[18:03:14] <WizardryDragon> I -think- I got everything as far as TFL is concerned other than a few pieces of art and some usecode files for the conversations of Shamino and Iolo. (Which I hadnt changed)
[18:03:38] <WizardryDragon> On that topic though - did you ever further implement the NPC spellcasting? I could have some conflicts to resolve if that's the case
[18:04:10] <Marzo> Not that I recall
[18:05:27] <WizardryDragon> I need to install TortoiseCVS on my new machine before I can tell for sure.
[18:05:57] <WizardryDragon> The biggest changes are to the maps more than anything - also the addition of several NPC dialogue scripts -
[18:06:28] <WizardryDragon> The rationale being I want to get the world the story is set in done before I start putting plot elements in, otherwise the game's going to end up feeling pretty linear
[18:06:50] <Marzo> That is a great idea
[18:07:59] <WizardryDragon> I need to thoroughly assault the open areas with eggs, but Virtue's hold is pretty much done. Oh - come to think of it I still need the signs for the house ownership scripts, but thats it.
[18:08:29] <Marzo> That shouldn't be too hard
[18:09:43] <WizardryDragon> No not at all
[18:12:09] <WizardryDragon> Eventually, there will be a system whereby you can do random quests for the different guilds that exist in TFL. -That- is probably going to be the single hardest coding challenge, I think, in TFL, depending on how random we go.
[18:13:42] <WizardryDragon> The method Daggerfall used would be pretty doable within the confines of usecode - it would choose a random location, spawn a random npc or item as appropriate to the quest it picks in a spot which we could mark by an egg, and you get sent off after it.
[18:13:59] <WizardryDragon> The biggest problem with that model would be properly tracking quest stages.
[18:14:12] <WizardryDragon> Especially if you had multiple random quests on the go.
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