Game Development Reference
In-Depth Information
Chapter 13
The Final Dungeon
It has been 12 chapters, and I hope you have enjoyed the journey up to now. While I will be covering a few more things
before I conclude this topic, this will be the last chapter that's directly related to the game we've been developing
together. The final dungeon is perhaps the most important part of a role-playing game (RPG). The player has gone
through countless tribulations and obstacles, and he/she is finally at the doorstep of whoever, or whatever, is causing
the game's central conflict. In our game, Eric and Noah find themselves in front of an ancient castle that used to house
the kings of the western lands. It has been corrupted by a malevolent being known by many names but who we'll call the
Dark Master. During the course of this chapter, we will be developing our game's final dungeon.
The Beginning of the End—The First Floor
For our game's final dungeon, I will be using the Devil's Castle series of sample maps. They will all be used, although
not all of them will be used as the developers of RPG Maker VX Ace (RMVXA) possibly intended. The first order of
business is to add the first floor to our project. Once that has been done, you'll want to connect it with the world map.
The DungeonLocation value of the final dungeon should be 5. Keep in mind that the castle we placed on the
world map has a single tile that is considered passable (namely, the lower-middle tile).
Note
The Teleportation Puzzle
Once we have our first floor added, we are going to create a little puzzle. It's only logical that a final boss is going to do
everything in his power to stop the player from reaching it. Similarly, a final dungeon isn't much of one if the player
can just walk up to the final boss as easy as saying it. What I'm going to add is a teleportation puzzle. To make this
puzzle, we'll need the following:
The use of Region Mode, to paint in the areas that will teleport the unwary player when he/she
steps on it
A Parallel Process event to handle the transfer events when the player steps on a Region
A crystal that can be destroyed to flip on a switch. When the switch is flipped on, the Parallel
Process event is skipped, allowing the player to progress in the dungeon.
For the sake of convenience, I painted the destination of each teleport Region trap on the map, using the same
Region number. For example, the line made up of Region 63 will teleport the player to the square marked as 63. Check
Figure 13-1 for most of the area involved in the teleportation puzzle. (The destination for Region 61 will be covered in
Figure 13-2 ).
 
 
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