Game Development Reference
In-Depth Information
@>Text: 'Evil', 3, Normal, Bottom
: : The little brat and my misguided brother
: : show their teeth. Very well. Feel the
: : full extent of my power!
@>Change Enemy State: Entire Troop, + [Immortal]
@>
Page 2 of 2
Condition: Enemy [1. Gemini]'s HP 0% or below
Span: Battle
@>Text: 'Evil', 3, Normal, Bottom
: : This is not over. My master will avenge
: : me!
@>Text: 'Actor4', 0, Normal, Bottom
: : We will stop your master as well!
@>Control Switches: [0004:BossDefeated] = ON
@>Change Enemy State: Entire Troop, - [Immortal]
@>
I cut the Span setting to save some space, but both of them share the same Battle span, so that they will only
trigger once per battle. I use the Immortal state to great effect here, to make sure that the boss does not die before
giving his final speech. We add the Immortal state before he reaches 0% HP and then take it away once he's done
speaking at 0% HP. We also make it so that the BossDefeated switch is turned on when he is defeated, which plays into
the boss event mentioned on the previous pages.
That just about finishes our very first dungeon. Now, play-test the game and see if it is balanced or not. If you find
that some of the enemies are too strong or too weak, feel free to increase or decrease their stats accordingly. Constant
play-testing is most important when dealing with enemies, given that you may over- or underestimate their numbers.
What seemed like a particularly difficult enemy troop on paper may be trivial for the player's party by the time it
reaches the relevant area.
You'll want to add appropriate weapons and armor for Eric and Noah to become stronger. Among the chests of
our first dungeon, I placed a Hard Leather, a Magic Staff, and a Battle Axe.
Additional Exercises
Here are some more exercises to make your dungeon a little more interactive.
1.
Create some interparty banter between Eric and Noah, if they are both present.
We can cheat a little with this, given that Eric will always be in the party and given the layout of this dungeon's
basement floor. Thus, we only need conditionals to check for Noah's presence and can use a single variable that is
increased in value by 1 for each event triggered. This is one of those things that will make more sense if I just show
you, so check the following code.
@>Conditional Branch: Variable [0002:X] == 70
@>Conditional Branch: Variable [0003:Y] >= 40
@>Conditional Branch: Variable [0003:Y] <= 41
@>Conditional Branch: [Noah] is In the Party
@>Conditional Branch: Variable [0005:Dungeon1Talk] == 0
@>Control Variables: [0005:Dungeon1Talk] += 1
@>Text: 'Actor5', 6, Normal, Bottom
 
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