Correct — actually, there are three forms: the AIPlayer object, the StaticShape object (for the inventory object), and the ShapeBaseImage object (for the mounted image displayed in the HUD as above).
Basically, when she is picked up, I hide the AIPlayer object, mount the ShapeBaseImage object to the player, and activate the StaticShape as an inventory object. When she is dropped, I just do the reverse, but I also have to move the AIPlayer object to the correct new position before un-hiding her.
The monk turns to you and proclaims:
"The Monk's Brew is a blog about indie game design, development, and play, with a particular emphasis on the adventure genre. It is brought to you by Rubes, an indie game developer from Salt Lake City, Utah."
The monk looks up from his mug and utters:
"Rubes (Mike Rubin) is an indie game developer who started gaming with text adventures and this book, even before the heyday of the Apple ][. He's also the budding pioneer of a new genre in computer gaming, three-dimensional interactive fiction (3D/if). His first project in this genre is Vespers."
> DESCRIBE VESPERS
The monk clears his throat and begins:
"Vespers is an adaptation of Jason Devlin's interactive fiction work of the same name. It is an experiment to discover what kind of horribly disfigured offspring might result from the mating of an IF engine with a 3D first-person graphics engine."
One Comment
Correct — actually, there are three forms: the AIPlayer object, the StaticShape object (for the inventory object), and the ShapeBaseImage object (for the mounted image displayed in the HUD as above).
Basically, when she is picked up, I hide the AIPlayer object, mount the ShapeBaseImage object to the player, and activate the StaticShape as an inventory object. When she is dropped, I just do the reverse, but I also have to move the AIPlayer object to the correct new position before un-hiding her.