Announcement

Collapse
No announcement yet.

Party organization, items, and that blasted lag

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Party organization, items, and that blasted lag

    Couple questions this time. Less spammy than before, I assure you.

    1. Best way to allow the player to choose a party lineup in RPGM3? Most console RPGs these days let you drag around more PCs than you can fit in the active party at once and you can switch people into the active party from reserve at any time in the menu. As far as I can tell, there's no way in RPGM3 to do something like this. So the substitute, as near as I can tell, is to set up a question and answer tree: make an NPC you can talk to who will list the available PCs for you and let you choose the ones you want. Does this sound workable? It seems a rather cumbersome and unwieldy method to me, but I can't see any other way to do it. (For the sake of background, what I'm trying to set up is a steady main character who goes through several short episodes, where there are two temporary PCs in each chapter; in the end section you can mix and match any of the people you had earlier).

    2. Whenever a certain character is in the party, I want the party to receive certain extras from visiting a shop or private home. Five-finger discount, yes. I have an idea of how this could be set up, but I thought I'd run it by someone else since I haven't had a chance to try it out yet (making the maps first). It seems easy to link up with the the QA tree mentioned in point #1 above. Put an invisible event in any shop/house you want the guy to steal something from and set it up so that it only activates when a variable equals one. Normally the variable is set to zero, but when you choose this guy's name from the QA tree the variable gets flipped over to one. Now the event can be executed and you'll find random items popping up in your inventory courtesy of the party klepto. If you take the guy out of the party, the variable goes back to zero and you can no longer steal.

    Of course, the trick is that this theft should only happen once in each location, otherwise the player's got an infinite source of ready-to-sell items on their hands. That's the bit I'm not sure how to set up.

    3. Last issue is the horrible slowdown that kicks in when I try to test out the more complicated dungeons I've put together. This is an extreme nuisance that I'm not expecting to get rid of, but I thought maybe more experienced folks would have some pointers on how to minimize it, at least, because it's really cramping my style.

    #2
    Re: Party organization, items, and that blasted lag

    1) "It seems a rather cumbersome and unwieldy method to me, but I can't see any other way to do it."

    That's about right. "Cumbersome and unwieldy" is a good description of RPGM3. Your idea would work.

    2) To make it such that this theft should only happen once in each location just have the location's variable (or another) in an overlayed value cond. branch which controls the theft.

    Increase the variable when you steal and it won't repeat (much like the character variable you mentioned before, just layer two of them).

    3) That lag is dependent on how much crap is in the cone of vision of the camera... even through walls.

    Spread stuff out and make small maps.

    It's easy to shrink dungeons by copying and pasting, then chopping half off and placing a warp to connect them.

    I hope that helps.

    Good Luck with it.

    Peace.

    MOO!




    Comment


      #3
      Re: Party organization, items, and that blasted lag

      Originally posted by Rodak
      That's about right. "Cumbersome and unwieldy" is a good description of RPGM3.
      I am increasingly of this opinion myself. I still think I can produce something fun with it, but some of the obstacles are just asinine. The 100-character limit is especially heinous and more or less ensures I have to break the game up into two files to do what I want with it (I like having lots of NPCs in the towns; more people to talk to = more people for the main character to react to = more silliness, basically).

      Anyway, thanks for the response, will attempt to tidy up the dungeon maps now.

      Comment


        #4
        Re: Party organization, items, and that blasted lag

        Originally posted by Melanchthon
        (I like having lots of NPCs in the towns; more people to talk to = more people for the main character to react to = more silliness, basically).
        Usually some NPC in games (many, actually) are not vital to the game itself even though what they SAY or request you to do may be. In my game, I'm going to be using objects as clue givers.

        For example, in one town, I have these "Gossipots" They are pots (using one of the pot graphics) that have supposedly collected information and stored it inside of them. When they are opened, the player finds clues (while hearing that murmuring sound effect).

        You could have flowers that talk to your player, or your player could walk up to palm trees by the ocean and get clues while hearing the wind sound effect... maybe talking suits of armor. lots of quirky options are available. So, you can use events to serve as non-vital NPCs if you're willing to stretch the believability of your game a bit.
        Last edited by Pagerron; 01-18-2006, 10:31 AM.
        " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

        Comment


          #5
          Re: Party organization, items, and that blasted lag

          Oh, it's not about having NPCs to direct the player where to go, exactly. That's not a problem at all. It's about having more opportunities for dialogue and interaction which is non-essential from the point of view of advancing the story but amusing to write. I like having kind of a community in a town for the main characters to bounce off of while they're passing through.

          Comment


            #6
            Re: Party organization, items, and that blasted lag

            I really have to thank you for your idea with the objects like your gossip pots to replace people. This will really help me because I'm going to make a long game and I've already taken up like twenty characters just in my first town. I hate that blasted character limit... especially with an empty memory card. Anywho I'm rambling again...

            BTW-I'm with Melanchthon on the "large numbers of town people" to make the game interesting.
            I'll outrun those zookeepers eventually...

            Comment

            Working...
            X