hthrflwrs
@hthrflwrs

creating a new function called go_in_the_dark for friendship valley that tells a goat to walk to a door and just completely disappear from existence


hthrflwrs
@hthrflwrs

see, normally if a goat walks through a door, they'd appear on the other side, which is a problem if they do that and later on you go there and they're just standing outside the door. so instead they get obliterated from existence until they're needed again somewhere


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in reply to @hthrflwrs's post:

I was just starting to work on an event/scripting engine in a test game I was building a while ago. I got as far as something that would activate when the player triggered a cutscene then step through a list of instructions. Once I got to scripting more complicated actions, I ran into trouble.

Having it pass an instruction to a game object (like a goat) and leaving it up to the object to carry out that instruction makes a lot of sense and is clearly what I was missing.

It's encouraging that goats can be summoned back from the void. When they're returned, does the code let them carry on as if nothing happened or are they left with an inexorable emptiness, like they've forgotten something important but all they can recall is a vague existential terror?