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New NPC: Scum Captive "Trader" [showcase]


Kan3

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Sometimes the world of Doom feels a bit empty... Not on the side of demons, blood and carnage, of course, but on the "humans" side, on the NPC side!

 

Fear no more, peasant! I got you covered with this brand new* NPC dude: the Scum Captive "Trader"

*= huge thanks to the Bloom dev team for sprites and sounds!

 

In my search for new entities ideas and interactions (and losing my sight and mind, cit.), since I'm currently working (or trying to... time is a rare "item" these days) on a Dark Fantasy mod, I thought that I needed some NPCs-like entities somewhere and what's better than having crazy annoying running dirty captives around a nightmarish dungeon???

 

This brought to life this... thing:

 

I like to call him "trader", just to simplify my class names actually, not because he's a real trader of any sort... he's just so happy to share his items (and better) with a brave hero! So be kind and you'll get a treat :D or it will...

 

The making:

The process to make this entity work properly is a bit convoluted, due to the fact that I need DIALOGUEs, so there's ZSCRIPT, ACS and DIALOGUE involved.

This makes it kind of hard to share the code D:

But if interested, I can try it!

To sum it up: 

  • The "Scum" will wander around crying, when he sees another entity, player included, he'll start running away, unless the player has a torch in his hands. If so, he'll come closer and you'll be able to talk to him (ACTIVATE it, since he's inheriting from the SwitchingDecoration class).
  • On activation, he will spawn the actual "trader" and will make the player start an ACS script to start a conversation with the "trader" thing.
  • The trader will give the player a random amount of dummy items and depending on the amount, the player will have a chance to get a certain item for the Scum, but only if he accept the offer through the dialogue.
  • Once you "traded" with him, the trader thing will disappear and the player won't be able to talk to him ever again.
  • Though you can kill him to get another free random trash item (not always).
  • If the player happens to talk to the wrong scum though... he will transform= kill himself and spawn the actual monster, following basically the same process as the normal scum.

 

Thoughts and suggestions about it area appreciated, since I'm still working on it. Next will be a variation of "The Thing" version and a werewolf!

 

(I tried to add more sounds recorded by me, instead of having just the ones from the Bloom mod, but I cannot make my voice similar enough to that D: I'll most likely remake all of the lines in the future)

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2 hours ago, Chris Hansen said:

Looks like a lot of work went into it. I like it!

Thanks

(More than I'd like to admit ahahah cause I bet there's a simpler way somewhere)

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