Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
ahahaaaa :D 15 lines additional code and heavy usage of some triggers and nice sequence camera movements, player have finally a new activity :D
Sounds interesting. What do the caught fish do? They're a food or a selling object?
you have to bring the fish to another guy, which gives you in change transportable food (meat weapon :D)
He gives you meat after you give him a fish? No hard feelings, that sounds a little silly for me. I'd prefer a possibility to "blend" the fish in a mixer to get a meat in a jar "from it", for example.
i have had two decissions: use the fish directly as meat (bear grills style :D) which makes you well fed immediately or use a trader, so you have transportable food.
i simply decided to use the trader: so you can for example bring the fish to a another trader which does not live on the coast, so he might have better prices for the fish.
i also avoid a corrupt money system, because a transportable meat can is ofcourse very very cheap in comparison to weapons, so it would a little bit destroy the food handling. now i just have the possibility to dissallow buy food directly from traders, they demand fish (or later flesh)!, so they sell only "hardware". your mixer idea sounds not very symphatic for me ;) (to much work and unrealistic)
Now it sounds much better, my first idea was a guy standing on a pier, who promised a different kind of meat meat to player if he caught some fish for him.
Now I like the way you came up with.
i also still think about the guy on pier, but it would make much work for interactivity, but then he would have the worsest price for fish :D
Further = higher price?
Does the game remember number of fish in your inventory even after changing a level?
It might be interesting to catch fish in the "beach" level and then go to (for example) some kind of "mountains" level and sell them for much higher price because there's no sea in the level.
the fish selling was planned on the same map to different traders.
this kind of inventar is save/load proof, but currently not for levelchange -.- never thought about that, because the concept was to have some collectable things for each world (level) and it make no sense to have open collectslots if you change in next level and can't search then all available open items from previous level.
the game concept is also different: the maps "desertcamp", "pripyat" and "devkiddemo" are single worlds which are not connected to each other, the concept is, that you can do those missions from the map "miami beach" (the big city map), just for fun, they are not connected to operation clearing (which work than like all other games level+level+level+....)