PurpleSquerkle wrote:They shouldn't have set messages though; there's too many messages, and randomization is cool.
Yeah, but only to a certain extent. When I first saw four Spyros buried right next to each other, I laughed hard, but the second time it wasn't all that funny anymore, and the third time it actually was annoying. Maybe setting states would help?
That's what I meant! I mean, there's a person buried in one grave, and the same person buried in another grave!
@Purple: Like I said, having set messages would simplify things a lot. And stuff wouldn't change between visits to Bishopia.
"Failing to plan is planning to fail."
Bug me if you want to play a game.
With some advanced scripting it could be fixed. But right now finding the grammar and spelling errors in addition to wrong message displaying (such as the ending of messages - no randomization error btw purple).
Hummmm.....Maybe we should just give it a quick fix (for example, giving each gravestone its own message), and work on other grammar glitches in the meantime. When that happens, we fix the gravestones.
"Failing to plan is planning to fail."
Bug me if you want to play a game.
When bgbirdsey gets the global object repository thingy done and working, you could just have different
messages instead of fifty whole gravestone items.
Depending on how he does that part for unique things.
Or.. we make gravestones send messages according to their content. This would make a gravestone ALWAYS show the same message (but not the same as the one next to it). Nothing is randomized.