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Dying, replayability, achievements.
drebenk
#1 Posted : Wednesday, April 07, 2010 4:44:31 PM




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Posts: 46
Location: Bulgaria
I decided to put all three of these topics in my post since they are all connected in a way.


1. Dying.

How are you guys going to approach "death/dying" in the engine/editor? Will there be a different system for each genre or we have to make one ourselves?

For example in RPG games when you die you have couple of options when it comes down to summoning:

1. Summon on a specific location on the map you died.
2. Summon on a specific location on another map.

You also have a couple of options for losing stuff after dying:

1. Die and lose all your items and gold plus some XP percentage of your current level. So you need to go back to your dead body to reclaim it and you will get your items and gold back. Diablo 2 style.
2. Die and lose only items/gold/XP. So you die and lose just one of the three. In Demon's Souls when you die you lose all your current souls (gold). You can regain them by going back to your dead body.
3. Die and not losing anything. After dying you just respawn without losing any items/gold/XP.

There can be also be lives for platformer/side scrolling games. You die and lose a life. For example in RPGs you do not need lives since you use the methods mentioned above.


2. Replayability.

This is very important aspect of todays games. The amount of time you can get out of a game.

Will there be something like a system which will allow us to make "New Game" and then "New Game+" and so on? For example in RPGs you may want to start the whole story again but to keep your character level and items. Again Diablo 2/Demon's Souls are examples of such games.


3. Achievements/Trophies.

Again an important aspect of todays games. The awards player receive for completing various tasks while playing the game.

Will there be achievements/trophy system? Such system need to be able to track if certain conditions are met during all playthroughs. So it needs to store the achievements data in some sort of separate file and this way the game will know which achievements are already unlocked and which are still not unlocked.
MrMo
#2 Posted : Saturday, May 08, 2010 7:23:43 AM




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Joined: 1/31/2010
Posts: 228
Location: United States
drebenk wrote:
I decided to put all three of these topics in my post since they are all connected in a way.

1. Dying.

How are you guys going to approach "death/dying" in the engine/editor? Will there be a different system for each genre or we have to make one ourselves?

For example in RPG games when you die you have couple of options when it comes down to summoning:

1. Summon on a specific location on the map you died.
2. Summon on a specific location on another map.

You also have a couple of options for losing stuff after dying:

1. Die and lose all your items and gold plus some XP percentage of your current level. So you need to go back to your dead body to reclaim it and you will get your items and gold back. Diablo 2 style.
2. Die and lose only items/gold/XP. So you die and lose just one of the three. In Demon's Souls when you die you lose all your current souls (gold). You can regain them by going back to your dead body.
3. Die and not losing anything. After dying you just respawn without losing any items/gold/XP.

There can be also be lives for platformer/side scrolling games. You die and lose a life. For example in RPGs you do not need lives since you use the methods mentioned above.


Actually, you decide what happens when you die. There is a battle condition in the event commands called "Is Dead" (This Event or target). You can use it to revive party, transfer player, or Game Over your game :) Use the command in the Player editor and you are all set. You can store the map id in to a variable, so you can say "If [Map Id == 0] Transfer [x,y]" for example. Doing it after you finish a map would be the most convenient way.

Quote:

2. Replayability.

This is very important aspect of todays games. The amount of time you can get out of a game.

Will there be something like a system which will allow us to make "New Game" and then "New Game+" and so on? For example in RPGs you may want to start the whole story again but to keep your character level and items. Again Diablo 2/Demon's Souls are examples of such games.


A New Game Plus just means resetting all your variables and switches and transferring the player to the first level. You can add a new option in the title screen (using menu editor), if the switch "Game Finished" is on, then it would allow the user to start from the beginning. Just reset all the switches and variables that you have, which would be the tedious part. Another thing you might want to do is to multiple enemy stats and that would require a very minor modification in the engine's Enemy Processor.

This is the best way I can think of doing this.

Quote:

3. Achievements/Trophies.

Again an important aspect of todays games. The awards player receive for completing various tasks while playing the game.

Will there be achievements/trophy system? Such system need to be able to track if certain conditions are met during all playthroughs. So it needs to store the achievements data in some sort of separate file and this way the game will know which achievements are already unlocked and which are still not unlocked.


An achievement system will be worked on after the release of EGM.
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drebenk
#3 Posted : Saturday, May 08, 2010 10:10:09 AM




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Joined: 3/1/2010
Posts: 46
Location: Bulgaria
@MrMo thanks for your reply.
MysticTrunks
#4 Posted : Wednesday, June 30, 2010 5:36:13 AM




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Joined: 5/9/2010
Posts: 132
Location: United States
Couldn't you just code an achievement system? I mean it doesn't have to be a built in feature.

I think the event editor(if it's like RPG Maker) can do this, but there's also that C# editor for scripting that can be used.

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Rabie
#5 Posted : Saturday, December 11, 2010 6:00:48 PM




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Joined: 11/27/2010
Posts: 19
Location: United States
Yeah, try making an event which is constantly active, checking for certain switches to turn on depending on what you want... example achievement.

Millionaire: Save up 1000000 gold on a single character at once.

set a variable to gold, and constantly check to see how much gold the player has.
When the condition is true, turn on a switch, and make an event that appears at the bottom of the screen with the achievement name in a window "unlocked" when the switch is turned on, make it wait a little so the player knows they got it, then turn the event off so it doesn't constantly re-unlock
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