Game Development Reference
In-Depth Information
Given that we have to use a bare minimum of two events (you can get away with a single roof for the side-facing
passages) per passage created in this way (one roof and one wall), this is highly taxing on the map event cap. It's best
to use this type of eventing sparingly.
another cool use of passable transparent tiles in darkness is to make areas without illumination. You could just
have corridors that end into nothingness and start into new areas unexpectedly.
Tip
Additional Exercises
That just about concludes this chapter. As is typical, however, here are a few exercises to apply your learned
knowledge:
1.
Create a new item that can be used to detect secret passages.
You could have secret passage events require the player to have said item in his/her
inventory to actually find it, much like we had the hidden location require the Compass.
2.
Make it so that the player must learn of the dungeon's location from Amanda before
he/she can go find it.
You would want to do this to stop
sequence breaking (that is, players doing things out of an
intended order). I don't mind sequence breaking at all, but I'm sure there are people out
there who do.
All you would have to do is have a switch that is flipped on when Amanda's self-switch B is
on. Then, you require the player to have the Compass and to have flipped on that switch
to progress.
Summary
This chapter covered hidden things that can be implemented throughout the course of a game, such as treasure and
passages. The knowledge of common events gained in Chapter 9 was used to great effect for the hidden treasure.
In addition, we have placed the foundation for our third dungeon. In the next chapter, we will be discussing puzzles
and how to create them within RMVXA.
 
 
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