Game Development Reference
In-Depth Information
I have the troop we created in Chapter 3 here, but you can use any troop you prefer. As they are non-boss fights,
we can toggle Can Escape. However, we do not want the players “cheating” the encounters, as it were. That is, we have
to make sure that they defeat the encounter before being allowed to pass. So, we make it so that the encounter only
disappears if self-switch A is turned on (via the use of a second blank event page with the appropriate conditional).
I placed five events and circled them on the following screenshot. (See Figure
5-2
).
Figure 5-2.
The five static encounters on the first floor of this dungeon
You can also see that I tweaked the terrain around some of those events, to make sure that the player had to
interact with the encounters. Next, I will add five treasure chests to that floor as well. Can you guess where I'm going to
place them? A good rule of game design is that the player should feel rewarded for going out of his/her way to explore
a dungeon in its entirety. (See Figure
5-3
).