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Devlog #2: Coding -- Big And Small


Emzee

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Hey all, I'm back with my second devlog entry!

 

As promised last week, I will be going over the process I took for making a Kahu Riding system in RPG Maker XP. However, what I did not expect was that the process would be overly simple -- too simple to write an entire article about just this system. That said, I'm gonna write the systems that were in the original Infestation and in Fall of the Conqueror, and how I'm putting them into this game.

 

First thing's first though: the Kahu.

 

After dodging booby traps, persuading a vengeful warrior to join you, and defeating a Bohrok twice, no doubt you'll want a big thank you, along with perhaps a little something on the side. That little something comes in the form of a flute (similar to the one in MNOLG 1) given to you by Kongu. With this flute, you don't merely summon a Kewa, but a Kahu that will transport everyone in your group. Like I said before, it's so basic that it's laughable. I made a new item called Le-Koronan Flute, gave it a description and linked it to a Common Event. Common Events are a special group of events (processes) that either run non-stop throughout the entire game, or can be called at any time, anywhere. This is different than "Map Events", where the commands in that event can only be executed in that map (in GameMaker these are called "rooms"; other engines call them "levels").

 

Anyway, in the Common Event, I've set a variable that will determine where on the "World Map" the player will be transfer to. This variable is set in almost every map because depending on where the player is, that will determine where on the World Map his Kahu will appear. The Map is just a panorama, and the Kahu is simply the Takua character with its graphic changed and his speed increased. Other things like clouds and sound FX are added as well, but that doesn't change the fact that this was a lot easier than I expected.

 

Alright, on to the next topic.

 

Systems from The Infestation

 

There's only one. :P But no worries, it still made it into the new Infestation. This, of course, is the Caterpillar System. I'm not going to bother showing you the RGSS script because it would just look like gibberish to you. However, a Caterpillar System is where everyone in your party follows you, meaning they're seen on the map. This is unlike Fall of the Conqueror, where the other members of your party only appeared during important events. Even better, this system is more realistic. Instead of the characters moving in a formation, they move like an actual group of people would, shuffling around and whatnot.

 

 

Systems from Fall of the Conqueror

Okay, there's three. The first notable one is the Limit Break System. That's right, it's also going to be in the new Infestation. It won't be as... can't think of the word right now, but let's just say that there won't be as many spells. That's simply because of lack of battle animations, and I can't have a skill without an animation to display it with. Each member get 4 spells and they learn a spell as they level up (levels 1, 10, 20, and 30). Unlike Fall of the Conqueror, this system features a "gain mode", where the player chooses how his/her limit bar will be filled. I found a cool script for it and just put it in. No editing is required (for right now anyway), so it's all good.

 

The second feature of FotC is the Party System, which is also much better in this game. It is kinda Final Fantasy 7 styled, where you have members of you party on one side, and available party members on the other.You can have a maximum of 4 people, and I heard it's rather difficult trying to increase that number without drastic changes to the very foundations of the game (like the battle system). There are some lines of code that are edited from the event command menu. Through that, I can decide which party members appear, which can be taken out/put in, and other stuff.

 

The third feature is the Skill system. Similar to FotC, a character can hold two elements at a given time. However, they can choose one of those elements. For example, Takua as a Fire Orb equipped because he cannot equip any other Elemental Orb. The Skill Orbs can be equipped by anybody though, so that leaves room for choice, which is always fun. This system still has a little bit of tweaking to do, but it's nothing big. Much of this type of stuff will be done right before the RPG's release.

 

Well, that's pretty much it folks. I hope you enjoyed this devlog. I'm out! :tohu:

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