Information is a super important part of my game, since without it how could players choose which Hero to send to which World? So finding a good way to share all that info is something I've been spending a lot of time on, as you can see with the current version of the World Info sheet:
There's a lot of room for details there, but how is it all stored in the game? In variable arrays.
Instead of another week of eventing details, I thought it'd be fun to explain why I'm even making this game. I'll be setting it up as a question-and-answer thing, so if you have any questions of your own feel free to ask them in the comments!
Why make a game? You're a resource creator, not a game dev!
It honestly seems to surprise some people when I tell them I like to make games. That's what got me involved with making resources in the first place, I wanted some sprites that didn't exist for my project so I learned how to make them.
My main love has always been games, and finding new ways to make RPG Maker do what I want it to. Making resources is fun too, but just can't compete with bringing a project to life.
Information about the available heroes in my game is important, since knowing enough about the hero could be the difference between sending them to a world that they can help, and sending them to a world that will eat them up and spit out their bones. But too much info could be just as bad, since the player could end up confused about which info in important to know and what's just there to fill space (the hero's race was one box I considered adding, but decided that the image should convey that info well enough). So I needed to find a way to get enough info across, without overwhelming the player.
There's already been a lot of improvement from the first version, but there's still more I know can be improved.
Since so little of Reincarnation Assistant is a normal RPG, the default menu just doesn't fit. Instead of finding or requesting a plugin, I decided to event it.
This isn't a tutorial, just a look at how I'm doing things. If y'all would like a more in-depth tutorial, leave a comment and let me know.
First Iteration - Putting the basics in
Time to get the basics in. I only need Items, Save, and Exit really, so I can just start with three pictures and highlight the one the player is currently choosing.
While working on the mechanics for my project, I realized that since the game all takes place in an office building that I should go through my immense collection of graphic packs and see if any work fit. And I found one! The DS+ pack has a lot of tiles that are perfect for a modern office, and it's in a nice pixel style too. There is a problem though...
The pack is for Ace, not MV. While I could use a plugin to have the tiles all work well, I didn't want the maps to all feel really small due to the different between tile size and resolution, so I've decided to resize the tiles to work.
Unfortunately Ace tiles can't just be doubled to work in MV. Since I'm sure there are other people who'd like to know a way to do it, here's my method!
If you check out all the pages on my site, chances are you've noticed a new page under 'Game Making'.
Reincarnation Assistant: 9 to 5 is the current game I'm working on. It'll be the full version of my short One-Map Challenge game, where Mana is an assistant to a God of Reincarnation who ends up being forced to send people to different worlds that require an Isekai hero to come help. This full version will have a lot more to do than just that, as well as having more than two characters.
The fact that there will be more than two characters meant that I needed to find a good way to keep track of all their names and friendship statuses. While I could just write it out for each message and use a ton of conditional branches, I decided to find a cleaner way to do it: variables.
The IGMC (Indie Game Making Contest) started this week, and I decided to take part! I'm working with my team from last year's contest, and we plan on making an even better game than last time.
What does that mean? More mechanics, more gameplay, and more beautiful art!
For my game I wanted a crafting system that was more than just an option in the menu. I wanted the player to be able to set down ingredients onto a table and then try to craft something with it. But there wasn't a good way to do that.
What this system can do:
What this system can't do:
Think this crafting is for you? Then read more to see how it's done.
hiddenone tries to make a game
Posts about game making. Possibly updates on my current project, tutorials on how to event some things, or just random ideas.