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    A few questions

    Just need your opinions on a few things.

    1. I'm trying to find away to make a script that lets the player find an item in a drawer. I have all the motion parts down and I have the script set up to generate a random number for my item variable so each time you open the draw you get a different item. That part is fine but I have it set up to disappear after the script is fininshed. So when you re-enter the map the event is present again and active. Do you think I should change this because it would be too annoying to the player.

    2. Which do you think is the better way to let the player know when a party member is whisper to another member.
    Example 1 - Westly: *whispers* he is a cheater.
    Example 2 - Westly: ( he is a cheater. )

    3. Right now I have two ways to save in my game. One lets you save at anytime and the other way to save is in a church. Should I just make it so the player can save only one way?

    Thanks for any help in advance.

    #2
    Re: A few questions

    1. I'm not sure I understand the question. Is this a drawer in home or an Inn. What you could do it have a chance that the drawer will be empty (just set one of the random items to be "dust" or something like that. I have a drawer in my game that works in a similar way.

    If you want an event to be gone after it is used, you can set a flag after the event is used. Have the top page of the event be blank and set the condition that the flag needs to be on.

    2. I say the first over the second since it's not clear in the second case that the character is whispering. However, you have a third choice. Make the text smaller. There is an option that lets you change the text size that you can use.

    3. If the player can save anywhere, why do they need the church option? If you can save anywhere, then you should make the game harder since the player doesn't have to backtrack as much if they do something wrong. If you only have a few save points, the player should have the option to save before bosses or major puzzles. Random enemies shouldn't be able to kill the party without the player knowing there is a chance he could get killed.

    There is nothing worse the having to replay an hour of game time because the party is killed unexpectedly or because the player can't get to a save point in time.

    Basically, how often a player can save has a large effect on how you design your game and vise versa. Play test your game and see how often you need to save or decide how hard you want the game to be and base the save option on that.




    The Crown of Order demo is here.

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