Showing posts with label events. Show all posts
Showing posts with label events. Show all posts

Saturday, August 2, 2014

Handling Events

Since I have had to return to the previous version of the game (see the post just before this one about that), I had to give some thought about how events were going to be handled.  My previous approach wasn't well liked by some folks, simply because they said the graphics were too realistic to suddenly include a picture of the environment with NPCs appearing in them.

Unfortunately, that isn't likely to change.  I still can't create a game with 3D models like an expensive RPG that actually has funding.  I wish I could, but that's just not a reality when you're developing an indie RPG on a budget somewhere around $1.25.

So, my solution was to have the NPCs appear in a box with a border, so it would be obvious that they are not part of the background.  Many, many, many, many RPGs over the years have handled NPC interactions the same way...so if anyone complains about this, they'll just have to learn to live with it. 

Here's a screenshot of what I'm talking about:

It is obvious that she is not part of the background.

This puts the project back into step with the idea that it is still modeled after old-school CRPGs in style, even if it is using a modern 3D engine.  Hopefully I won't hear a lot of complaints about it.

Saturday, June 28, 2014

Triggering Events

One of the benefits of building a game for the fourth of fifth time is that you can reuse some of the code that you had previously developed.  Luckily, I had already taken time to work out a decent event system all the way back in early 2012 when the first version of the game was in development.  Transporting that into Unity turned out to be fairly simple.

So, the game now has a method by which it can trigger events.  These events can include text messages to the player, encounters with hostile creatures, ways to do damage to the party, etc.  Here's an example picture of an encounter with an angry goblin:

He looks upset.
As you can see, the game is progressing in bits and pieces.  Now that I've gone back to the original vision I had for the game, I have a clear path to get the game back to where it should be.  Instead of needing to reinvent everything, I'm finding ways to improve what I already figured out several years ago.

Once I get a couple more systems in place, I'll probably be ready to tackle the combat system again.  I've already tried it twice, but can't get it the way that I want it.  I'm sure it's just a matter of time, really.

Wednesday, November 6, 2013

Quest Systems


I mentioned in my last blog post that I had started work on some of the exploration and quest systems in the game.  As I explained in that post, I have no idea of which systems I might need until I need them (aside from the combat system, naturally).  There's a lot of things that I can't work on until I see how they're all going to work together.

I suppose that means that I'm flying by the seat of my pants on the development of this game, but it's not much different than working on a piece of art anyway.

Since I'm working on the quest system, I figured it was time to go ahead and share some screenshots of what adventuring in "Lands of Adventure" might look like:

Interacting with someone in the town.
Obviously, a CRPG with story elements is going to need a way to talk to NPCs.  The above picture reflects what talking to an NPCs might look like.  Anyone who has played old-school CRPGs will recognize that this is pretty similar to how the Gold-Box games handled dialogue.

But, if I want the dialogue to be more than just straight narrative prose, I have to allow the player an option to roleplay and to make decisions.  So, enter the branching choices:

I'm picking the first answer, but that doesn't mean that I don't want to pick the third one.
CRPGs have evolved a lot over the past 25 or so years.  This game, I hope, will represent the best things about old-school adventuring while bringing in some of the modern ideas that make a game a little more interactive.  In older games, you didn't get as many branching options as you do in today's games.  I'd like to think that was due to limitations of memory and disk space, and less of a design decision.  It's my belief that the game can still be considered to follow the style of old-school and still include this kind of convenience.

Finally, plots aren't always advanced by talking to NPCs.  Sometimes, things happen, or the PCs see something.  Or, maybe they find important notes...like this one:

MMMmmmm....assassination....
There should be a lot of options for players to get involved in things, or to miss things completely.  For example, this note was found buried in the mud.  It's possible a player might miss it and never find out about it...or they might decide to do something besides get involved in whatever is going on.  And I think they should have that choice.

And who knows...maybe someone will ask them to clean some rats out of a basement somewhere...but at least it won't be their only choice.