RANDOM MAP EVENTS (NOT JUST BATTLES)

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hey there,

I like to spice up my maps using random map events. Not only random battles and NPCs running around but also noncombat stuff that can happen like:

# you meet a travelling merchant who offers his goods
# someone tries to pick your pockets!
# a guard asks you for your city pass
# a stranger draws you to the side and asks you for a favor

the point is: should I make theese map events visible to the player or not?

if everything is visible, the player would be able to avoid the pocket picking npcs and walk past the city guard as well

but if everything is hidden, the maps look empty and there is no real chance to prevent bumping into a hostile npc.

there could be skill check that makes npcs visible (or not) - but this complicates things very much.

there must be an easy solution - your two cents?
It could depend on what the map looks like. If the map is slightly more abstract then random events could easily be random and not visible.

If it is a slightly less abstract map but still pretty abstract you could have the events represented by question marks. Since not all events are hostile it would be up to the player whether he wants to take the chance of an event or not. (similar to drawing a random event card).

But if this is an in-town map with NPCs and other stuff it does become harder. You could have it trigger on certain squares. Say if the player moves through a certain corridor you could have a %-chance of an event triggering. You could also divide the map into areas and define the random event when the player enters the area. Then as long as the player is in the area the event runs. (so if there's a special merchant then he's in the map or if there's a city guard he won't let you leave without seeing the city pass)
It comes down to the old discussion of random battles x touch encounters. There are different ways to make touch encounters.

I like the question mark idea. And you can have it so that the events are not stationary, but they move in different fashions... some are easy to avoid, some aren't.
Map events should be definitely visible. We're used to monsters appearing out of nowhere, but if a npc starts an event out of the blue it's just a wtf. Also, like you said, maps look too empty and devoid of life.
Well, I have a city in mind with lots of activity. Imagine the heroes walking across the central bazaar, there would be much more going on than just a shopkeeper here and there.

maybe I mix both concepts: some events are visible, others not. all the shops and the basic 3-liner-dialog-npcs are visible on the map, as are the guards and all other obvious npcs.

but thieves, black market dealers and minijob questgivers could be inivisible events for example. as you cannot see them - its somewhat likely that you bump into them sooner or later.

a dialog with a portrait would pop up and explain the situation, then the player can react and make a decicision. after encountering such a event, it would be removed from the map.

the ratio would be (roughly) 1 invisible event per 3 visible events on each map.

BUT, I am not 100% satisfied with this solution.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
By "invisible", you mean that when you step on a certain tile, an event starts where they walk in from offscreen and do their action? It makes sense. Chrono Trigger for example did battles this way - most were visible and avoidable, but about a third of the battles in the game started when you stepped on certain tiles that gave no indication they would start a battle. Usually they were "unavoidable" tiles, like as you passed through a door or walked down a narrow passage. There's no reason non-combat events couldn't work the same way.

What part are you not 100% satisfied about?
@LockeZ

Yes, you got it. Specific tiles wich trigger combat or a difficult situation - but there could also be events that move randomly or on a path - wich have transparent graphics.

all main quest givers have to be visible for sure - i can only use the invisible events to spice up the game with additional battles, riddles, traps and noncombat encounters like thieves, merchants etc.

I am not satisfied about how visible and inivisible events blend in the game and how it plays. I am already working on a small sample to get the feeling.
Why not have it so that the side events like the pick pocketer etc are invisible but once you touch that invisble event, erase thae screen for a sec then have it appear with that event character visble? your still having the said event invisible but once you touch it the npc becomes visible, making it not so weird that your talking to thin air. unless you already have that in mind. just a suggestion though...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Egyptians, he never implied you would be talking to thin air, just that invisible step tiles would start the event. Like I said, I assume stepping on an event tile causes an NPC to walk in from offscreen and begin interacting with you, just like invisible battle tiles in Chrono Trigger.

Fhizban. If you can be specific about exactly what aspect of the idea doesn't feel right, I would be a lot more likely to offer possible solutions or alternatives that address it. With no explanation about what the problem is, I can't really help.
post=147220
Egyptians, he never implied you would be talking to thin air, just that invisible step tiles would start the event. Like I said, I assume stepping on an event tile causes an NPC to walk in from offscreen and begin interacting with you, just like invisible battle tiles in Chrono Trigger.

Fhizban. If you can be specific about exactly what aspect of the idea doesn't feel right, I would be a lot more likely to offer possible solutions or alternatives that address it. With no explanation about what the problem is, I can't really help.

ah, shit ma bad

Hmm, what about having the event trigger according to steps taken or have i missed something and not read the other suggestions again? Like say, a pickpocketer tries take your money but if you trigger the event in an area where theres a burly mother fucker, he'll stop the pickpocketer, and maybe join the party (a side character maybe?). I dunno im just throwin random ideas.
Thanks for the answer so far!

It sounds like no one is against the idea in general. The feedback was very good, so i give the system a try

when i release a demo of my game someday - maybe you remember the idea and want to testplay ist
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