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BOARD GAME MINIGAME...

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In Gio Adventures: Origins for RM2k3, I started working on a life-size board game. For those who have played Dragon Quest, I'm basing the board game off of the Pachisi track from the series. Basically, you have a certain amount of rolls to get to the finish line with treasure spaces, monster spaces, trap doors teleporting events, etc. My problem is getting the events to work properly. I have a general outline:

1)A parallel proccess event sets up the number of turns left through a variable, and a switch is set true.

2) Another event asks the player to roll or quit. Player chooses roll.

3)Another variable is set to a random number from 1-6.

4)Player chooses to move foreward or backwards. If Player hasn't moved yet, backwards won't work.

5)Each space on the board is a touch event that lets the player continue. Moving foreward increases a third variable, while moving back decreases it.

6)When the third variable is equal to the dice roll, whatever space the player is on activates, and an event happens.

7)The number of turns is decreased by one, and steps 2-6 are repeated.

There are a few problems with this, like moving backwards through multiple paths, landing on the space after the one the player should have stopped at, events on the space before the stopping space starts instead of the stopping space event, and some events not starting when needed. My question is if anyone could show me any way to improve on what I have already. I will be having 7 boards, each with special rules and objectives. Thanks in advance.
I was going to do the same, but after looking at the complexities (as you have detailed) I opted to drop the parchisi idea and adopt a simple circular board and spend my time elsewhere.

I made a track that goes round and round, with tiles like DW3's parchisi (chests, pots, monster battles, etc...). Much faster and easier to implement, with very similar play and satisfaction for your player.
I might just drop multiple paths. If your board, Kentona, is in your game, I would like to look at it for reference, but your game is so huge that it crashes my slow computer...I'm going to try to simplify my board as much as possible, and mabye add 1 to the moved variable after the player lands on the stopping space.
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