Game Development Reference
In-Depth Information
A common mistake is to give players an item and not tell them that they received it. Make good use of the
Show Text command!
3.
Make it so that the player cannot access the dungeon until Noah has joined the party.
This is as easy as adding a conditional branch to the relevant transfer event. If Noah is in the player's party, then
they are transferred to the dungeon. Otherwise, they take a step back from the dungeon entrance on the world map
and say that they would rather find help first.
4.
Make it so that the player cannot even see the dungeon until Noah has joined the party.
Event slot conservation be darned, at this point you'll probably want to eliminate the dungeon transfer part from
the main Parallel Process event. Then, you make a two-page event at the dungeon location where the first page is
blank, and then the second page has the relevant graphic and only appears when Noah is in your player's party.
The second page would be Below Characters, with a Player Touch trigger taking them to the dungeon as normal.
Summary
This chapter took us from a two-map prototype to the beginnings of an actual RPG. We added a port town and
the foundation of our first dungeon to the game. We populated the port town with shops, a plot hook for our
player to grab, and a new companion. In the next chapter, we will be populating our first dungeon with treasure
chests and enemies.
 
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