In-Game Upgrade System: Is it possible with the following design?
khashai
Member Posts: 6
Hello, first post here.
I have been fiddling with GS, and so far I am very impressed. However, I am stumped on something, which is probably a complicated issue. I do not want an outright solution, but any advice on how I might go about it would be much appreciated.
Basically, what I have going is this: In my game, I want the player to be able to purchase upgrades. The actual upgrade system would be shown to the players between levels, and it would be done in a store-type setup. However, I would then want it to be where the 'purchased' weapon replaces the current weapon's actors and behaviors. Note that I do not want to set it up to where the player has to switch weapons, but that it outright replaces the already existing weapon.
So what I need to know is this: Can this even be done with GS? If so, could I get a pointer or two as to how I should go about setting this up? If there is an existing setup that already has this, could you let me know where to find it?
I have been fiddling with GS, and so far I am very impressed. However, I am stumped on something, which is probably a complicated issue. I do not want an outright solution, but any advice on how I might go about it would be much appreciated.
Basically, what I have going is this: In my game, I want the player to be able to purchase upgrades. The actual upgrade system would be shown to the players between levels, and it would be done in a store-type setup. However, I would then want it to be where the 'purchased' weapon replaces the current weapon's actors and behaviors. Note that I do not want to set it up to where the player has to switch weapons, but that it outright replaces the already existing weapon.
So what I need to know is this: Can this even be done with GS? If so, could I get a pointer or two as to how I should go about setting this up? If there is an existing setup that already has this, could you let me know where to find it?
Comments
http://gamesalad.com/forums/topic.php?id=16451#post-124740
- Alex
Specifically my concern here is that the 'Create Actor' behavior does not have an expression editor for the actor it spawns. If it did (maybe I am missing something), I could just tell it to spawn from an attribute that held the information on the actor it was to spawn. That I think, is a better way of explaining what exactly is confusing me.
Again, I could be completely missing something: I have basically been learning as I go with GS, and I have been finding that I have been missing small but important things.
I can see how that could have been misread, thanks for pointing that out.
email me a copy papiomitis at yahoo dot com