Game Development Reference
In-Depth Information
Going back to the port town map, if we scroll down, we'll see four buildings with two-square-wide entrances.
What we're going to do is decrease the size of the entrances to one square and then place door events on two of them.
For the other two houses, you'll want to create an event with a door graphic that tells the player that the door is locked.
To do that
1.
Create a new event covering the entrance with a door from the !Door1 graphic set. You'll
notice that as soon as you set a graphic for the event, its priority will default to Same As
Characters. In this case, that's exactly what we want. In other cases, such as the button
event we created back in Chapter 2, we'll want to revert the event to Below Characters.
2.
For the sake of consistency with the door transfer events, set the “locked door” events to
Player Touch.
3.
Afterward, add a Text Box that says: “This door is locked.”
If you're using the lite version of rMVXa, which happens to have a ten-event cap on each individual map,
it will probably be better if you wall off the buildings that would otherwise be locked, so you can save two event slots.
Note
Now we have two houses that are linked to the interior map and two houses that give a message for the player
when he/she tries to enter. Make three more characters using the Character Generator and place them as so:
Place one at the longer pier, between the two mooring bollards (in simpler words, the two
things that look like pins).
Place one at the plaza at the northern end of town.
Place the last one looking over the well to the east of the temple.
adding all three characters, if you have rMVXa lite, will put you right at ten events. To compensate, remove
one of the npCs, so that you have an available event with which to create the transfer event for the player to leave the
port town.
Note
So, we've done a lot of character placing throughout the exterior and interior of the port town. But what are the
NPCs doing there? What should they say to the player when he/she talks to them? Here's some setting info you can
use to flavor what they could be talking about:
Eric awakes from an age-old slumber, finding himself within a ring of mountains that has only one
exit. He appears within a small glen and finds his trusty bow after noticing some peculiar trees.
Afterward, he finds himself to the northwest of a port town and makes his way there. The people
of the port town of Seaside are frustrated with the current situation: ships have not docked there
for the better part of a decade, crippling trade between Seaside and the rest of the world. Only
the efforts of farmers living on the far end of the continent have kept them alive and well. Now,
monsters from a cave to the northeast are attacking the farms and stealing their food. The people
of the continent need a hero.
 
 
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