Game Development Reference
In-Depth Information
Considerations Concerning the Boss Rush Room
Note that I glossed over changing the Battle BGM back to normal after the boss fights. The easiest way to do this is to
have the transfer event leading back to the third floor have a Change Battle BGM command. Because this area will
not have random encounters, the player will be none the wiser. However, if the player uses an Exit Scroll, you'll have a
problem. You have two choices in that case.
Change the value of DungeonLocation to 0 while the player is in that room. (You can
change it back to 5 when the player triggers the transfer event to leave the room.)
1.
2.
Add the Change Battle BGM command to the relevant conditional branch in the Exit Scroll
common event.
The first option is cleaner, in my opinion.
Populating the Treasure Room
The next order of business is to populate the treasure room. (You can see a zoomed-in version of it in Figure 13-17 .)
Of course, a final boss does not merely leave its ill-gained loot out to be taken without a fight. In a similar vein as
the previous floor, some of the chests will have encounters. The twist here is that the chests themselves will be the
encounter!
Figure 13-17. A screenshot of Devil's Castle's treasure room. For the purposes of clarity, I used a different graphic to
mark the chests that will be enemies
The first and third chests on the top row and the second and fourth chests on the bottom row will be Mimics.
 
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