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That's true, chain games are efficient in that aspect. As long as the person having the game finishes on time.
Off topic, but whatever it still answers Purp's question and statement.Just got done making my Sea Shell Hunt mini game. You run around town finding seashells within the time limit. I was gonna post a video, but recording the screen makes my game lag big time... There's 3 difficulties, Beginner, Novice and Expert. Beginner has 7 shells in one area of the town, Novice has 10 shells in a bigger area and Expert has 15 shells spread out through the entire town (except inside). Also with expert I put NPCs that get in your way. An example is one chases you and pushes you when they touch you and others slow you down by standing in your way. I made 3 different location sets for each difficulty so that it's harder to memorize locations. Did this with variables blah blah blah. And I just thought of an idea for the soon to be made unlockable Master difficulty... Land mines muahaha!!
What if everyone saved their work in Dropbox?
Using XNA Studios and GIT would work great. If people knew how to makes games with XNA that is
I know my way around XNA, not sure if I have time to commit to such a project though.
What if *someone* already created the framework for a game in XNA where all items/enemies/dialogue/most content was in the form of a simple XML document. Let's also say that instead of events for a map, you had simple scripts associated with maps that looked like this:
Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall