I want to make a debug room, accessable toward the game's end, but I don't know what to put in it, other than a teleporter than warps you to beyond the walkable area in a town with the Open Area trick. I want to do it to kind of reward the player, ya know? Anyone got ay ideas of what to put in it?
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I have an idea, but can't think of a way to make it real
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Re: I have an idea, but can't think of a way to make it real
First, this only works with towns that can have the ports. First, make an open area one and make a teleport somewhere in the city but not in the open area that warps you to the open area, then go to the town's settings and take out the open area. You use the warp, and you'll end up outside the town, able to explore wherever your heart desires. Also, this can be done in dungeons by taking out the dungeon area with the warp's destination. Let's you explore anywhere and everywhere, like in Sonic Adventure 2: Battle with the Chao Garden glitch with Shadow.
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Re: I have an idea, but can't think of a way to make it real
You could put a variable on a mid-boss or dungeon boss (not the final boss, obviously) that unlocks a teleporter inside that boss's dungeon. Give the player better weaponry/armor/equipment/items/behind the scenes or just a generic "You wasted your time!" message.Originally posted by Cloud_765 View PostI want to make a debug room, accessable toward the game's end, but I don't know what to put in it, other than a teleporter than warps you to beyond the walkable area in a town with the Open Area trick. I want to do it to kind of reward the player, ya know? Anyone got ay ideas of what to put in it?
You could also make a "hidden" area accessible throughout the game that the final (or any other) boss drops a major clue about. Having the final boss do it could open the game's replay value, OR having each boss drop a clue and increasing the booty until the first visit (make the event invisible after its activation by the player) could make the game fell more along the lines of "the enemy is amassing some kind of armory that could (eventually) mean the end of the world" kinda plot.
I did the same sort of thing as the last sugestion I made but tied the treasure to items (that the player found) and the rewards were just better versions of whatever it was that the player found. I also threw in the "Game+" option at the end, so that you could (in theory) go through the game up to five times and trade up the "best" equipment from the last run for "best"-er equipment. I had some friends playtest it and the game itself wasn't all that great, but the idea works.A God from the Machine - Menander
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Re: I have an idea, but can't think of a way to make it real
How do you do that (making it possible to run through the game more than once)? I would love to make a game that ends, but doesn't necessarily end at the end of the game. Kinda like Paper Mario and PokemonOriginally posted by MagusMartovich View PostI did the same sort of thing as the last sugestion I made but tied the treasure to items (that the player found) and the rewards were just better versions of whatever it was that the player found. I also threw in the "Game+" option at the end, so that you could (in theory) go through the game up to five times and trade up the "best" equipment from the last run for "best"-er equipment. I had some friends playtest it and the game itself wasn't all that great, but the idea works.
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Re: I have an idea, but can't think of a way to make it real
I never played Paper Mario, but if you think Pokemon or Chrono Trigger then you're right on track! Uh, I don't quite remember all the steps, but it involved putting an additional variable/mode into all the treasure chests (and technically boss fights, and Playable Characters too) then at the end of the game, after defeating the final boss, but still part of the boss event I had a Yes/No branch (I think) that asked the player if they wanted to replay the game while keeping all the things they had agined through this run though.
I can't find the actual breakdown. I looked through 35-ish pages of old threads for RM3 (well before I even joined the Pav) and I couldn't really find it. In fact, I can't find it at all. Basically, I do remember that you can't use the pre-made treasure events as a chest/bag/whatever, but you have to make it an actual event that uses the chest/bag/whatever model. This way you can add a second mode to the event (the chest is empty) which will be reverted when you beat the game.
It IS a good idea, but a lot of people don't like it. "The game has to end sometime, let it end," and all that. It appeals to me, however, as I like to play RPGs with several "goals" in mind, aside from beating the game:
-get ALL the treasure/max quantities of treasure
-choose ALL the possible reactions to ALL situations (why not kill that princess you were sent to rescue?)
-max levels/stats
-SIDEQUESTS!!!
That's pretty much my RPG preference in a nutshell (not in order) which is why Chrono Trigger and the Diablos are my fav games of all time. I think part of a game's reply value is that the creators built in the fact that you (the player) NEED to replay the game.
Yeah, sure, Chrono Trigger is fun on the first runthrough, but it just never gets old nuking the first boss for max damage.
Diablo let you max out (level wise) on the first run through, but since weaponry was totally randomized (to an extent) you had to play through multiple times if you wanted the best equipment or at least the best equipment for your class.Last edited by MagusMartovich; 04-14-2008, 06:38 PM.A God from the Machine - Menander
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Re: I have an idea, but can't think of a way to make it real
I know. Although it sounds geeky and pathetic, but I've actually spent 660+ hours on Pokemon Pearl since I got it on the same file, and so many of my friends are like, "start over!" I would, but in Pokemon, it's very difficult to get what you have again if you certain things, so until I get Diamond, too, I refuse to start over.
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