![]() ![]() I've searched over the internet for some kind of guide or how-to given the fact I am completely clueless on *how* to make a Roguelike Movement System ![]() Then you'd just need to make sure the variables have the correct value (count of all relevant items in inventory), which could be done with events.I'm utterly not sure where to post this, but it is a problem I'm not sure how to tackle. I know Yanfly has a Main Menu Variable Window plugin which could suffice for display if the food/water is a shared resource. Food/Water: sounds like a Fallout-type thing.EXP: a sort of reputation system? Could be as simple as having a variable track it.Could consider using something like Instance Actors by Himeworks, or just manually create every actor in the database beforehand. Hiring: could be done with eventing, just add a choice to each NPC and make sure you have enough actors to represent them.Health: might be able to work something out with the pha and rec stats (item & skill healing rates) and passive state conditions.=Pīased on that video and from your descriptions, some ideas for you or anyone interested in this: Originally posted by Hajami:What do you think of the Idea? Do you even know Burntime? Not until you mentioned it. What do you think of the Idea? Do you even know Burntime? Nah maybe just a Stupid Idea, iam not able to blow off a prototype anyways, but i would like to see it come alive, no matter who does it. Specialy the Conversation System.maybe even advancing it.2.20Minute in Videoīut no 1 to 1 copy of the old but a hybrid of both. In Major Cities is no combat but you need to gain control over them by making outposts in the towns surrounding them. Traveling to different Towns takes different much Days. The Limmited Item System would be also needed, to make an inpact on travel size.įood/Water: A Actor got max 9 Days Food and 5 Water. ![]() Maybe even an alternative variable to know if actor got hired by player or not.(this is to see if the actor is part of the actors clan and therfor falls into the food water algorithm which is executed once a Day). !!!This is where i need the Food and Water Values/Gauge for every Actor in the Game. If you have more EXP you are able to hire stronger Soldiers, better Technicians, and Doctors when you ask them if the want a job, stop asking you: Do i look suicidal? And might considder getting hired. (Up to 4Possible, Max Player Group also 4). Hiring System -Depending on your EXP you are able to hire nearly every NPC you encounter, those Want Items of you for there Services.like 1Full Waterbottle, or a Piece of Dog Meat.(Warrior, Technicians,Medics)ĮXP System - You gain EXP by Creating Outposts by simple assigning a hired Actor/NPC from the Player Party to stay in that Town. Or you fight with him against Mutants until he dies =), or you leave him in that Condition. If you drop below 40% you have to Visit a Doctor in one of the Hospitals in one of the Major Cities and Pay Food to Heal the Char. If you drop below 40, a Doctor in the Party or at the Outpost will not be able to Help healing you. Than your Char cant Heal by himself anymore. Health System - The one of Burntime, if i remember correctly if you Drop below 70% Health, Iam talking about "Burntime" the awesome Postnuclear Wasteland Game of Childs Wet Dreams.atleast in the 90s =).Ĭombat System - Definatly the standard Combat System of RPG Maker. I was just Brainstorming because i was thinking about a rpg maker addaption for an old amiga500 classic game but with much of the rpg maker gameplay instead of trying to copy the old. Thank you both for the answers, i will look into both of them. Then wrote up "food" & "water" items as consumables use range was "user", with a state application in the damage formula, with attached common events that checked for the state, & produced an item change of removing a set number of "thirst" or "hunger" items. Though, I suppose if you made a parallel to increase the item count for "thirst" & "hunger" over time, had different variants of the items for each character if you are using more than one character, & then made the items hidden. If you wanted to use something more akin to Fallout's hardcore mode, & use variables to track "thirst" & "hunger" though, I am not sure. So if you were using items for "food" or "water", you could track it that way. So for example if you were doing something modern like IguanaGuy, you could link it to an "ammunition" item, & have the gauge show much ammunition you have left. I know that you can create custom gauges tied to your item quantity, by combining Yanfly's Skillcore & Skill cost item plugins. ![]()
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