Game Development Reference
In-Depth Information
an event, unless you use Jump Label, will always resolve from top to bottom, once it has been triggered.
thus, it doesn't matter if you increase the value of the variable directly after the branches or at the end of the conversation,
so long as you do so after the event is triggered and before the end of that event as a whole.
Note
You can add more of those conversations throughout the dungeon as the player gets closer and closer to the boss
location. It's a nice little way to add some atmosphere to what would otherwise be a rather unassuming affair.
2.
Expand the boss event so that the square it occupies becomes a one-way exit from the
dungeon after its defeat.
My favorite graphics to use from RMVXA's default set for this task are the hexagrams
(!Hexagram) and crystals (!Crystal).
Add the graphic of your choosing; use the Action Button trigger for the last page of the
boss event; and then add the following content (replace crystal with hexagram ,
if applicable).
@>Text: -, -, Normal, Bottom
: : A strange crystal stands on the spot that Gemini
: : was slain. It appears that it will send you
: : back to this dungeon's entrance. Touch it?
@>Show Choices: Yes, No
: When [Yes]
@>Text: -, -, Normal, Bottom
: : You feel yourself being whisked away!
@>Transfer Player:[003:Field 3] (027,082), Left
@>
: When [No]
@>Text: -, -, Normal, Bottom
: : You decide against touching the crystal.
@>
: Branch End
@>
Summary
During the course of this chapter, we created our very first dungeon and populated it with treasure chests and
enemy encounters, both of the static and random types. Additionally, we created our game's first boss to oppose
the player. In the next chapter, we will work on our game's second dungeon, which will be somewhat more
exciting than this one.
 
 
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