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    Best course of action?

    One of the ideas I have for my game is that the player only has access to one weapon throughout the whole game. This weapon will be a magical/holy artifact and will be able to level up through out the course of the game.

    The means of which higher weapon levels will be attained is through the defeat of enemies. there will be a % chance enemy will drop, say, a magic orb or something like that. (I will think of a less generic name than "magic orb")

    After X amount of orbs are obtained, the player can bring them to a shrine and give them as an offering, thus increasing the weapons level.

    The prob I have is that it will look stupid to have tons of treasure items of the same name in the treasures column. Not to mention tedious to create them all individually, and tedious for the player to keep track of them all.

    I know it would be easier on Rpg Maker 1 or 2, but 3 has the look and feel for the type of game I want to create with this system.

    What would be the best course of action here?

    #2
    Re: Best course of action?

    Well, look at it this way...

    Scroll down to number 14.

    You should be able to modify it so as to increase the variable by one instead of the amount of cash they give you.

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      #3
      Re: Best course of action?

      Well, one option would be to just create one treasure item "magic orb" and have the player keep bringing the same treasure item (the player won't think that though). The player will only be able to hold one at a time. Once one is obtained, the player drops it off towards the level up and then goes out to fight more monsters to get "another" magic orb.

      However, if you do want to create lots of different treasures with the same name, it's not that tedious because the "copy" option is available in the item creation screen.

      Hope that helps.
      " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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        #4
        Re: Best course of action?

        Thank you. I thought of what you said pagerron, about dropping it off each time. But It would be a lot of walking around in order to do so as I plan on only having one town where the shrine is located. I want random battles to drop these items, so that leaves the possibility for many "orbs" to pick up in a dungeon.

        I didn't think about copying it though.... That would make it easier on my part!

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          #5
          Re: Best course of action?

          I would suggest an auto- upgrading in a part of the game. It is easier for you and the player doesn't have to walk around an hour or so to get his weapon lo level up.
          Game in progress: "Cards of Destiny"!
          How many of you have tried Game Maker, for PC?

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            #6
            Re: Best course of action?

            Use variables to count how many "orbs" you have. That's easiest, because if you use treasure items then you can only hold one orb (of each kind) at once.

            And I would allow some sort of 'weapon customization' as far as the game would allow. Like maybe you could "upgrade" weapons to have swift or drain mana buffs by actually switching out differing weapons, or choose to upgrade defense and not just offense.

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              #7
              Re: Best course of action?

              I am going to try to implement just that in my game. I also wanted to allow character customization options as well. All preset stats have a base of 1, and character can choose to allocate points to which ever stat they choose when the proper conditions are met. Also want the same system for skill progression..

              But it's actually proving to be too difficult and ambitious for me I think. I understand variables, although "shared" and "internal" did throw me off a bit. It's altogether too much for my brain to sort out as I keep running into obstacles.

              I think I would have more success on another maker, but 3 is the only one with "mature" looking graphics.

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                #8
                Re: Best course of action?

                Shared variables are variables that apply for all events, while there are internal variables for all objects. This gives you a really wide number of variables to use in your game.
                Game in progress: "Cards of Destiny"!
                How many of you have tried Game Maker, for PC?

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