Game Development Reference
In-Depth Information
When the player walks to the eastern exit (Region 2), the value of WoodsLocation is increased by 1. Otherwise, the
variable is zeroed out. In either case, the player is transferred back to the center of the area. For each page, the correct
entrance should be the one that increases the value of WoodsLocation .
Because we are working with a parallel process event, you want the player to be transferred before you
change the value of WoodsLocation ; otherwise, you'll run into weird interactions, such as the screen fading out twice in a
row and WoodsLocation being reset, even if the player has stepped through the right area.
Caution
I added several plant events (using the Small Sprouts graphic in tab B of the Dungeon tileset) that are only visible
when the value of WoodsLocation is at a certain number or higher. This will give a visual representation to the player
that he/she is progressing. Figure 15-5 shows what the labyrinth looks like when WoodsLocation is equal to 5.
Figure 15-5. A screenshot of the labyrinth state when WoodsLocation is equal to 5. I reward the player with a chest
containing a powerful weapon
That concludes this pair of exercises. A little information about vehicles follows, before we perform our next
exercise.
Vehicles
I never covered vehicles during the course of creating our game, as we never had occasion to use them. Quite a few
RPGs make do without a single vehicle, and others have vehicles that are not player-controlled. So, don't feel like you
have to have vehicles in your game. RMVXA has three types of vehicles, the graphics of which can be changed in the
 
 
Search WWH ::




Custom Search