{enum: Devil, dialog: "You will fall!", to: Angel}
{enum: Devil, dialog: "You will fall!", to: Angel}
{enum: Angel, dialog: "Perhaps. And then I will rise as He has, from the corpse and ashes, the sun rises.", to: Devil}
{enum: Angel, dialog: "Perhaps. And then I will rise as He has, from the corpse and ashes, the sun rises.", to: Devil}
{can_hear: [PreviousPlayer1, Tombstone]}
{enum: PreviousPlayer1, dialog: "What should I be doing? And where am I?", to: Tombstone}
{enum: Tombstone, dialog: "Daniel over there, the fat cowboy gluttonous on his own self image, must change his ways by nightfall or he'll perish.", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "good. Screw that guy", to: Tombstone}
{enum: Tombstone, dialog: "Then you shall relive this day forevermore. Yikes!", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "Who are you? Where am I?", to: Tombstone}
{enum: Tombstone, dialog: "Questions questions, answers answers.", to: PreviousPlayer1}
{can_hear: [PreviousPlayer2, Tombstone]}
{enum: PreviousPlayer2, dialog: "HEy", to: Tombstone}
{enum: Tombstone, dialog: "Hello", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "You can talk??? WTF", to: Tombstone}
{enum: Tombstone, dialog: "Can't you?", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "kys", to: Tombstone}
{enum: Tombstone, dialog: "Pardon?", to: PreviousPlayer2}
{can_hear: [PreviousPlayer1, Angel]}
{can_hear: [PreviousPlayer1, Angel]}
{enum: PreviousPlayer1, dialog: "fjdsklajf", to: Angel}
{enum: PreviousPlayer1, dialog: "fjdsklajf", to: Angel}
{enum: Angel, dialog: "Cryptic gibberish upon me, is casting a stone upon God", to: PreviousPlayer1}
{enum: Angel, dialog: "Cryptic gibberish upon me, is casting a stone upon God", to: PreviousPlayer1}
.prompt=CHARACTER_PROMPT_PREFIX("Previous Player 2")"random person, just passing by",
.prompt=CHARACTER_PROMPT_PREFIX("Previous Player 2")"random person, just passing by",
},
},
{
.name="Tombstone",
.enum_name="Tombstone",
.prompt=CHARACTER_PROMPT_PREFIX("Tombstone")"unassuming melodramatic poetic tombstone that unexpectly can speak with the player. Your goal is to instruct the player that in order for Daniel to survive by nightfall, the player must change his ways. The reason why he's going to die when night comes is because 'all things die in the end, don't they?'"
// @TODO unhardcode this, this will be a description of where the character is right now
// @TODO unhardcode this, this will be a description of where the character is right now
AddFmt("You're currently standing in Daniel's farm's barn, a run-down structure that barely serves its purpose. Daniel's mighty protective of it though.\n");
//AddFmt("You're currently standing in Daniel's farm's barn, a run-down structure that barely serves its purpose. Daniel's mighty protective of it though.\n");
AddFmt("You and everybody you're talking to is in a small sparse forest near Daniel's farm. There are some mysterious mechanical parts strewn about on the floor that Daniel seems relunctant and fearful to talk about.\n");
- Polygon and circle collision with cutec2 probably for the player being unable to collide with the camera bounds, and non axis aligned collision rects
- Polygon and circle collision with cutec2 probably for the player being unable to collide with the camera bounds, and non axis aligned collision rects
- set the game in oregon (suggestion by phillip)
- set the game in oregon (suggestion by phillip)
- Room system where characters can go to rooms. camera constrained to room bounds, and know which rooms are near them to go to
- Room system where characters can go to rooms. camera constrained to room bounds, and know which rooms are near them to go to