Fed II Star newsletter - masthead The weekly newsletter for the Fed II game by ibgames

EARTHDATE: April 30, 2006

OFFICIAL NEWS
Page 6

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HOW OBJECTS WORK - MULTIPLE OBJECTS

In the last Fed II Star, I explained how in Fed II, objects are not just lying about on the floor waiting for someone to pick them up and carry them off, but that objects get created as necessary when the player does something such as buy it from a shop, or open a box to reveal the object, or pick a bunch of catnip from the garden.

The way you get hold of an object has another big change from the way you remember from classic Fed. Back then, the first person who found an object would grab it, which would prevent other players from having it. But in Fed II, there is no object shortage, because there can be multiple copies of the same object. Because the objects are created on the fly, as and when required, there's no limit to their existence. Just because one player buys a top hat from Tux Deluxe, it doesn't stop another player coming along and doing the same thing. In fact, it would be possible for every player in the game to all be carrying a top hat!

For many objects, you can have as many copies of the object as you like - you can fill your inventory with catnip if you want! That's not always the case; sometimes there are checks that make sure you can only get hold of an object if you are not already holding one, which prevents you personally from having multiple copies.

So, if there are potentially an infinite number of copies of your custom object, that is going to affect how you tell players about the object, and how they get hold of it. You need to come up with a logical reason why it is possible to get more than one of whatever-it-is. Think in terms of piles of objects, boxes full of objects, flowerbeds full of flowers, sacks full of potatoes, or of course shops that sell stuff. Traditional role-playing game items such as keys, which would logically be unique, one-off objects, won't necessarily work.


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