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Work in progress - Random wandering encounters!

Posts

Pages: 1
Well i downloaded your game and i got hit by one of these people and it was a slime and something else why not make an area and set around the place for people dont no when or where there going to get attacked
Marrend
The Armageddon deals -6400 damage.
7458
I'm having a bit of difficulty understanding your post, Anthony. You want me to build an area where players don't necessarily know when the next encounter is going to be? Do you want the critters to have some kind of "boundary", where they can't "reach" the player? I know how to do the latter of these, but the former would be a nightmare for me. However, I would like some clarification of what you're trying to say.
like make a area set the area location on the map you want it to be set the troop and then they wont no when the next encounter is going to be
Marrend
The Armageddon deals -6400 damage.
7458
Fixed for comprehensibility issues:
author=AnthonyZof
Like, make an area. Set the area's location on the map you want it to be. Set the troop. This way, players won't know when the next encounter is going to be!


Like you suggest, the concept of "areas" exist in VX to supplement where certain encounters are found. "Areas" only take effect if I was using the random battle group generator that's based on number of steps taken. I do know how to use areas, and the battle group generator, to create this effect (despite the switch of "former" and "latter" that I mistakenly wrote in my previous post). However, there are two things I've noticed about how VX deals with battle groups, when done this way:

1) The lower a group is on the encounter table, the higher priority the group seems to be encountered in. If this observance on my part is at all correct, this effectively skews which fight happens in the first place, rather than making it totally random. My personal preference is to make the encountered battle group totally random, or as random as possible.

2) Relying on "number of steps" for how often an encounter happens can be spotty at best. With maps as small as this game has, I would have to set it fairly low. Even then, there's no guarantee that players will fight anything after the number of steps is made, or exceeded (though it has been know to happen "below" the set number). Not that it's guaranteed that players fight anything as the system stands, but players have an active choice of when the next fight occurs. Giving players choices, rather than leaving it up to some subroutine, is a good thing. Or so the rumors I've heard go.

However, thanks for the feedback!
yea area's set in the map you want to have area's in instead of everyone not hitting your people the are randomly walking set the areas and delete those other monster thing set the area you want and the map you want the area to be in and then they wont be able to dodge those people that just walk around
oh yea would you want a script to have your map name to pop-up
Marrend
The Armageddon deals -6400 damage.
7458
I want players to be able to dodge fights if they think it's tactically wise to do so, or whatever other reason can come up! Even if players do get into an encounter they don't want to, the "run" option, if successful, removes the encounter from the map until it's refreshed (re-entering the map).

As for a script to have the area's name pop-up, the game is linear enough to not really need such a thing. Besides, all the encounter-laden area names are "Cliff" anyway, so that's not particularly useful for players!
Pages: 1