There are 20 floors to every dungeon, most of which are never used. So I got an idea:
Step one: Possibly the longest step. Create a dungeon, using every floor as a "seperate" dungeon. Make sure none of the seperate dungeons are accidentally connected.
Step two: Place a series of events on the field map with warp point graphics.
Step three: In each "warp point" event code, have a QA branch asking whether the player wants to enter the dungeon. Under "No", have the player warp a few feet away from the warp point. Under "Yes", change the envirmental settings of the dungeon and warp the player to a specific point on a specific floor (This isVERY important).
Step five: Place regular warp points on each floor that warp back to where you want the player to go when they return to the field map.
Step one: Possibly the longest step. Create a dungeon, using every floor as a "seperate" dungeon. Make sure none of the seperate dungeons are accidentally connected.
Step two: Place a series of events on the field map with warp point graphics.
Step three: In each "warp point" event code, have a QA branch asking whether the player wants to enter the dungeon. Under "No", have the player warp a few feet away from the warp point. Under "Yes", change the envirmental settings of the dungeon and warp the player to a specific point on a specific floor (This isVERY important).
Step five: Place regular warp points on each floor that warp back to where you want the player to go when they return to the field map.






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