NAVI
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So you know how people complain about Navi? Well as a game developer I've begun to realize that despite people always complaining about Navi and Navi like characters, apparently Navi very much needed by a lot of players.
Yes I'm saying Nintendo is right and Egoraptor is wrong.
Despite my game already having tons of hints and ways to get directions, it seems like people will still need their hand held from time to time. Which is fine. I'm not saying that to be mean, I'm just acknowledging that not everyone thinks the same way. And that's why modern Zelda's not only have Navi like characters but also special Sheikah Stones that work as a walkthrough.
I've recently heard of statistics that say about 10% of people finish games. That's pretty sad. It's also why I'm starting to feel it's important to add even more guidance in my game.
I'm adding an option to my Call Clua spell which lets the player ask for help based on the current Map ID. It seems to work well so far. It's basically an in game walkthrough.
Here's what I'm worried about though. This Common Event will need to give text for hundreds of Maps. So my question is do you think an event this big will crash the game?
It will only display text for solving the current Map your on so maybe it'll be fine but if RPGMaker XP loads the entire common event at the same time I'm worried about crashes. If this does happen does anyone know of a possible solution?
Yes I'm saying Nintendo is right and Egoraptor is wrong.
Despite my game already having tons of hints and ways to get directions, it seems like people will still need their hand held from time to time. Which is fine. I'm not saying that to be mean, I'm just acknowledging that not everyone thinks the same way. And that's why modern Zelda's not only have Navi like characters but also special Sheikah Stones that work as a walkthrough.
I've recently heard of statistics that say about 10% of people finish games. That's pretty sad. It's also why I'm starting to feel it's important to add even more guidance in my game.
I'm adding an option to my Call Clua spell which lets the player ask for help based on the current Map ID. It seems to work well so far. It's basically an in game walkthrough.
Here's what I'm worried about though. This Common Event will need to give text for hundreds of Maps. So my question is do you think an event this big will crash the game?
It will only display text for solving the current Map your on so maybe it'll be fine but if RPGMaker XP loads the entire common event at the same time I'm worried about crashes. If this does happen does anyone know of a possible solution?
I always thought Midna was a better take on this type of character. You could ask her for help if you needed it but she wasn't constantly interrupting you like Navi did.
author=Solitayre
I always thought Midna was a better take on this type of character. You could ask her for help if you needed it but she wasn't constantly interrupting you like Navi did.
Pretty much this.
I didn't mind Navi at all, but not only was Midna much more fun to listen to, she also only really gave you advice if you deliberately asked her, instead of navi's constant "HEY! HEY! LISTEN!!".
It's why when I have a game where the way forward isn't perfectly clear, I plan to have an "objectives" item or some kind of journal that tells you what's next on your plate. There if you need it, but not telling you in your face.
Then again, none of the games I've released so far have needed it.
Yeah I'm aware Midna is a much better assist character than Navi but I was using Navi as a sort of catch all term for Navi like characters.
Anyway I'm thinking that to reduce the chance of a crash from an overly huge event I can make it so that the "I need help" option only works for maps that have a puzzle or challenge. It probably isn't as needed in a village for example or a save point room.
That will still have the event cover hundreds of maps but it will at least reduce the risk of a crash I think.
My main fear is that I'll wind up typing all this helpful info and it will crash instantly from loading such a huge event. Am I worried about nothing?
I don't want to sink tons of time into something that will crash so if anyone with experience can give me a tip on this I'd be very thankful.
Anyway I'm thinking that to reduce the chance of a crash from an overly huge event I can make it so that the "I need help" option only works for maps that have a puzzle or challenge. It probably isn't as needed in a village for example or a save point room.
That will still have the event cover hundreds of maps but it will at least reduce the risk of a crash I think.
My main fear is that I'll wind up typing all this helpful info and it will crash instantly from loading such a huge event. Am I worried about nothing?
I don't want to sink tons of time into something that will crash so if anyone with experience can give me a tip on this I'd be very thankful.
My problem with Navi wasn't that she was annoying, but that she felt more like a system given physical form and little else. Even Tatl was an upgrade in that she was more involved in the plot, and Midna took the role of a major character. Navi was just kind of "there" and her role in story is only really prevalent in the intro and finale.
I feel that the best navigation characters are the ones that are made a part of the game, and aren't just "voiced tutorials".
I feel that the best navigation characters are the ones that are made a part of the game, and aren't just "voiced tutorials".
author=Solitayre
she wasn't constantly interrupting you like Navi did.
Or like, god help you, Fi from Skyward Sword.
The only part where Navi really pesters you over and over against your will is in the Deku Tree - otherwise, she'll only offer talking to you after wandering on the Hyrule Field long enough or by playing Saria's Song.
As for her actual function, she actually serves two purposes with her dialogues - she's partially there to remind you of your quest and also gives you hints about enemies you fight.
As for your Clua character: Make her give you help depending on your progress in the game rather than on what map you're on (unless you want Clua to tell the player what location this is). Otherwise, the player wouldn't get correct help when backtracking for missed goodies.
As for her actual function, she actually serves two purposes with her dialogues - she's partially there to remind you of your quest and also gives you hints about enemies you fight.
As for your Clua character: Make her give you help depending on your progress in the game rather than on what map you're on (unless you want Clua to tell the player what location this is). Otherwise, the player wouldn't get correct help when backtracking for missed goodies.
Navi didn't annoy me because she didn't interrupt my playthrough.
I mean ya the owl does but he actually helped me navigate the lost woods on my first playthrough.
I mean ya the owl does but he actually helped me navigate the lost woods on my first playthrough.
author=LightningLord2
As for your Clua character: Make her give you help depending on your progress in the game rather than on what map you're on (unless you want Clua to tell the player what location this is). Otherwise, the player wouldn't get correct help when backtracking for missed goodies.
If a player asks Clua for "Directions" her comments are based on player progress. Said feature is already in the current build.
Like I said I already have plenty of guidance systems in the game but it seems like I need to make Clua even more Navi/Midna like.
The new feature would give instructions of Map specific puzzles so it makes sense to have it be tied to the Map ID. That being said a couple of things she says will be based on both Map ID and game progression.
Let me ask my question in another way have you ever made an event so huge it crashed your game?
Is it even possible?
You could split it into parts, to be safe. Considering that you used the Map ID as basis, you can do something like this:
Say, your item activates Common Event "Display Clues". Inside that common event, you'll have a conditional statement that calls other common events.
Say, your item activates Common Event "Display Clues". Inside that common event, you'll have a conditional statement that calls other common events.
DISPLAY CLUES
@> if (Map_ID < 3):
.. -> Call common event "Map LT 3"
@> else if (Map_ID < 6):
.. -> Call common event "Map LT 6"
@> else
.. -> Call common event "Meaning of Life"
@> end
MAP LT 3
@> if (Map_ID == 1):
.. -> show_help_for_map_1
@> else if (Map_ID == 2):
.. -> show_help_for_map_2
@> else
.. -> show_help_for_map_3
@> end
and so on...
Do you have a script that lets you call a specific event on the map?
If so, you could make the skill look for an event called "help" on the map. The event contains the help Clua gives you. If the event isn't found, you can have Clua have no idea what to do here.
If so, you could make the skill look for an event called "help" on the map. The event contains the help Clua gives you. If the event isn't found, you can have Clua have no idea what to do here.
Thanks karins_soulkeeper and LightningLord2 for the suggestions!
I don't have a script like that LightningLord but that is interesting. Do you know where I can get a XP script like that?
I tend to do most things without scripts so I'll likely go with Karins suggestion of having one common event call to others. But both options sound like they'd be worth experimenting with.
Thanks again.
I don't have a script like that LightningLord but that is interesting. Do you know where I can get a XP script like that?
I tend to do most things without scripts so I'll likely go with Karins suggestion of having one common event call to others. But both options sound like they'd be worth experimenting with.
Thanks again.
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