PART II

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Increasing the Complexity

Up to now, we have created a bare-bones game with a single town (with one map for the exterior, and another for the interior), a single dungeon, and a pair of starting area maps all connected by a world map. The Lite version of RMVXA has a twenty map limit (which personally baffles me as it means that it has a lighter cap on number of maps than on number of events), of which we are currently at six. During this part of the book we will be covering the following topics:

  • Adding a second dungeon to the game that requires the key item we created in Chapter 2 to be opened.
  • Adding an arena that makes ample use of eventing and allows the player to fight predetermined enemy encounters for fame and glory.
  • Adding a treasure hunt system to the game with a Compass item that tells the player their X,Y coordinates and hiding treasure in certain parts of the world.
  • And more!

We have just scratched the tip of the iceberg of RMVXA so far (which might come as a surprise given how we’ve only touched the Script Editor once for a relatively easy programming exercise). When I said at the start that RMVXA is robust, I meant it! So, enough babble. Let’s keep on going!

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