Here some requirement for different scenario i'd like to make when R2 goes live :
1- Is there prime roots area available ? Is that possible to let homins start on a outside grassland, then go to a cliff where there is a portal and let homin go to a prime roots-like place ?
> this is to make following : an officer in the grassland asks homin to go in the prime root "over there" then come back with some mission items gathered in.
2- Lights : i'd like to make a complete dark area in such prime roots place. How far can we tune ambient lights ?
3- background sounds : to add scary effects
do we have access to a list of built-in sounds ? some will be triggered when homin reach some places (coordinates/ground trap), others will be played randomly as background.
4- glowing water : like the sap river in prime roots, can we make user defined coloration of water, and even more : make it glowing a bir (like a neon in a swimming pool !)
5- "guard behavior/rally point" : with a complex trigger system, i wonder if it is possible to have 2 defined mob who spawn in a place. if one die, the other run far. When it reach a certain area, 10 mobs spawns around it and then all run back where the first mob died, like reinforcment. (could be mob or npc).
But if the 2 initial die, this "rally" does not happen.
For better accuracy, the 10 mobs should aim at the killer.
6- homin NPC with user defined equipment : (this vest, that pant, this weapon of this design and so on).
7- homin NPC running to homin PC (location) and starts talking to it immediatly (a "you here, can you help me ?" behavior)
8- homin NPC "practice" fighting each other (like a training area of guards). But if the homin PC drag an hostile mobs, they will attack it, kill it, and continue "practicing" against each other afterward.
Also a homin commander NPC shouting randomly sentences (user-defined) when walking around the training area.
9- fens, defence, guard tower with NPC in, able to shoot at hostiles w/o trying to run after (and so leaving the tower/outpost)... a "limited roam area".
10- booby trap
- homin walk on something and boom, they lost a definite amount or percentage of hP/sap/stam
11- "ghost'n'eerie" npc (halloween enhanced event
) : npc who dont have any collision detection and walk through homin PC
(and trees and buildings etc)
12- switch... trigger to open a door or letting spawn a portal to another place for a limited time.
Mmmh, i really need to be able to connect 2 or more maps for the same scenario.
13- haze : area with lots of ground clouds (too bad you can turn them off in user config.) this is to reduce line of sight of homin, so they will have to use the compas/radar
14- mission mats node to harvest. special mats who will disappear from homin bag if they leave my world.
15- insides of building ! to make a new pub, or theater, or nightclub (oops, spoil!!). PC have to talk with NPC and the npc will or wouldn't open the door to let homin enters the building.
16- seat where we can sit on ! (right click on item > sit)
17- limitation about what you can wear in definite area : "no weapons allowed... naked people forbidden ..." . Else you'll be considered as hostile.
18- fame related homin pc to npc conversation : npc will not say same stuff if your fame is different (from "sorry i dont trust you" to "i'll gladly talk to you")
(i said fame, not race, else that will be discriminating and artifically reducing freedom of player. using fame allows players to push themselves forward until the goal)
this is only the first shot