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Castle Paradox
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DaLouieDude Guest
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Posted: Sun May 20, 2012 10:47 am Post subject: Different levelup mechanics? Replayability? |
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Hiya, it's me again. I've really gotten into the engine and I'm having a blast, being close to finishing a game
But there's something I wanted to add in my game to get it really close to being done: A "different" level up system.
What I was thinking was to have a "spot" or maybe a menu in which "Upgrades" (Stat increases or new skills) could be purchased for heroes. I was thinking of naming the game's currency "exp" to this effect, or having all enemies drop "skill points" so money can still be used normally. I sort of have a wide picture in my mind, but I'm wondering just how doable it is. For instance, I can buy a stat booster for a Spearman focusing on attack, but how can I ensure it is not used on, say, a spellcaster? Could I script for the item to be used right upon purchase ona specific hero? Or maybe a script upon the item's usage that upped that specific hero's stats?
Also, I sort of have the idea for a "New Game +" kind of thing.
Once the game is over, all key item tags and other things are turned off and the heroes are swapped out, but regular items are kept, along with the levels of the heroes, and a "special" tag is turned on that says the game is finished. I was planning on using that tag on an "if" for all plotscripts involving heroes so they are swapped in instead of added when they should first join the party. Is it possible?
Any possibke answers are appreciated.
I think I'll be making an account soon, too
Would make me feel better. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sun May 20, 2012 10:59 am Post subject: Re: Different levelup mechanics? Replayability? |
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DaLouieDude wrote: | Hiya, it's me again. I've really gotten into the engine and I'm having a blast, being close to finishing a game :D
But there's something I wanted to add in my game to get it really close to being done: A "different" level up system.
What I was thinking was to have a "spot" or maybe a menu in which "Upgrades" (Stat increases or new skills) could be purchased for heroes. I was thinking of naming the game's currency "exp" to this effect, or having all enemies drop "skill points" so money can still be used normally. I sort of have a wide picture in my mind, but I'm wondering just how doable it is. For instance, I can buy a stat booster for a Spearman focusing on attack, but how can I ensure it is not used on, say, a spellcaster? Could I script for the item to be used right upon purchase ona specific hero? Or maybe a script upon the item's usage that upped that specific hero's stats? |
Yes, this is doable. I would suggest not trying to use items and regular shows. You will have to script part of it anyway, so i think it is better to make your stat-boost shop using a menu, and have each menu item run a script that boosts the stats of the appropriate character.
DaLouieDude wrote: | Also, I sort of have the idea for a "New Game +" kind of thing.
Once the game is over, all key item tags and other things are turned off and the heroes are swapped out, but regular items are kept, along with the levels of the heroes, and a "special" tag is turned on that says the game is finished. I was planning on using that tag on an "if" for all plotscripts involving heroes so they are swapped in instead of added when they should first join the party. Is it possible?
Any possibke answers are appreciated.
I think I'll be making an account soon, too :P
Would make me feel better. |
Yes, that sounds possible. I think the hardest part of a New Game + system is that you have to reset all of your one-time-use tags. There is a way to do that with the "set tag" command, but i don't remember off the top of my head exactly how it works, I would have to look it up. |
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Sparoku Pyrithea Amethyst.

Joined: 02 Feb 2004 Posts: 467 Location: Washington State
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Posted: Sun May 20, 2012 3:28 pm Post subject: Re: Different levelup mechanics? Replayability? |
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James Paige wrote: | I think the hardest part of a New Game + system is that you have to reset all of your one-time-use tags. There is a way to do that with the "set tag" command, but i don't remember off the top of my head exactly how it works, I would have to look it up. |
You mean pulling something like that off is possible?
I may have to pour some research into this as well. _________________ "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
My Discord ID: SparDanger#0305 |
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DaLouieDude Guest
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Posted: Sun May 20, 2012 3:29 pm Post subject: |
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Okay, I'll look it up in the dictionary! Thanks! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon May 21, 2012 4:14 am Post subject: Re: Different levelup mechanics? Replayability? |
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To clear all one-time-use tags:
Code: | variable (i)
for (i, 1000, 1999) do (set tag (i, false)) |
Yes, this is safe.
DaLouieDude wrote: | Once the game is over, all key item tags and other things are turned off and the heroes are swapped out, but regular items are kept |
Probably it's not what you meant, but just an aside: don't try to modify "autoset" (eg. "item in inventory") tags with scripts; it can't work. (But if you're removing the items setting the tags anyway, then it doesn't matter) _________________ "It is so great it is insanely great." |
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Sparoku Pyrithea Amethyst.

Joined: 02 Feb 2004 Posts: 467 Location: Washington State
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Posted: Tue May 22, 2012 2:46 am Post subject: |
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I love you, Mad Cacti. _________________ "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
My Discord ID: SparDanger#0305 |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed May 23, 2012 4:55 am Post subject: |
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Spar Elric wrote: | Spar Elric, not Sparrowhawk please. |
Lets both petition to have our usernames changed :) _________________ "It is so great it is insanely great." |
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Sparoku Pyrithea Amethyst.

Joined: 02 Feb 2004 Posts: 467 Location: Washington State
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Posted: Tue May 29, 2012 1:37 am Post subject: |
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TMC wrote: | Spar Elric wrote: | Spar Elric, not Sparrowhawk please. |
Lets both petition to have our usernames changed  |
Yes indeed.  _________________ "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
My Discord ID: SparDanger#0305 |
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