go ahead and laugh. But that won't stop me.......
I've decided to try to create a turn-based mech battle minigame on a field map. by combining various events (shaped like variouos mech parts), I've begun creating what looks like "medeival mechs". I've edited the map so it's a massive field, with a high flat area to the south for the player to watch during the game.
Each of the 2 mechs (one for you to control, and one that's an enemy) will have 5 parts (left weapon, right weapon, torso, and main weapon). each of the 5 parts gets it's own variable equal to the amount of "hit points" it has.
Now, to play the minigame, the player receives (in an auto event) a decision branch, asking them what weapon to use:
Main weapon
Left weapon
Right weapon
Under each choice is another decision branch with 5 choices and the sentence "engage targeting system!" under each blank option is either a succesful "hit" or a "miss" Left Weapon has 3 hits and 1 miss, Right weapon has 2 hits and 2 misses, and main weapon has 3 misses and 1 hit. each weapon is more powerful respectively, and the hits switches to another event. this event has a Val. Con. branch, bioth of which has another decision branch with 4 blank choices. each choice matches 1 of 4 of the 4 choices. the difference bveing that option one increases the used variable, and option 2 decreases the variable, and both decision branches have a different ordor of options.
I'm not done yet, but maybe it'lll coincide the same game as the "parenthood" thing I came up with.
I've decided to try to create a turn-based mech battle minigame on a field map. by combining various events (shaped like variouos mech parts), I've begun creating what looks like "medeival mechs". I've edited the map so it's a massive field, with a high flat area to the south for the player to watch during the game.
Each of the 2 mechs (one for you to control, and one that's an enemy) will have 5 parts (left weapon, right weapon, torso, and main weapon). each of the 5 parts gets it's own variable equal to the amount of "hit points" it has.
Now, to play the minigame, the player receives (in an auto event) a decision branch, asking them what weapon to use:
Main weapon
Left weapon
Right weapon
Under each choice is another decision branch with 5 choices and the sentence "engage targeting system!" under each blank option is either a succesful "hit" or a "miss" Left Weapon has 3 hits and 1 miss, Right weapon has 2 hits and 2 misses, and main weapon has 3 misses and 1 hit. each weapon is more powerful respectively, and the hits switches to another event. this event has a Val. Con. branch, bioth of which has another decision branch with 4 blank choices. each choice matches 1 of 4 of the 4 choices. the difference bveing that option one increases the used variable, and option 2 decreases the variable, and both decision branches have a different ordor of options.
I'm not done yet, but maybe it'lll coincide the same game as the "parenthood" thing I came up with.






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