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Active Encounter Modes and Message System

  • TDS
  • 01/23/2010 04:12 AM
  • 2011 views
Finished most battle related code and moving onto the map and game features.

First up is the Active Encounter Modes:

Active encounter modes are the different ways random encounters are generated while walking on the map. The game records and rates your progress while fighting in an area and uses the information to generate values used in the different encounter modes.

There are 2 encounter modes: "Hunter" and "Explorer".

You can switch between them at any time in a map by pressing "CTRL" as long as that map has enemies for you to fight.

(Indicator Window displays which Encounter Mode is currently active when switching between modes.)

Hunter Mode:

This mode is pretty much like any other RPG default random encounters and mainly used for those who want to keep fighting on an area.

Explorer Mode:

Explorer mode uses the recorded battle information in a map to generate exploring bonuses such as distance without fighting and if a fight occurs at all.

Though explorer mode allows you to explore an area with less fighting, it is useless if you have not fought in that map before. This is because distances with no fights are drawn from the different troops you have defeated in a map. Also defeated troops become marked and if they are picked as your next random troop while in explorer mode, you get a free pass and can continue exploring.

All information recorded is permanent, so even if you leave a map the defeated troops stay marked and when you return you retain your bonuses in that map.


Second update is the Message System.

Nothing much really. Just an animated window that uses sprite as faces with the common text window features plus some extra ones.




Once again thank you for reading and have a nice day.



Posts

Pages: 1
That's fine and dandy,
Yes it's handy.

I like the idea of the Explorer and Hunter modes. The two modes seem like they would really help, seeing as some people don't really like to have to face encounters as much if they revisit an old area or if they're dying and want to get into as little battles as possible while making it back to a place to heal.

And seeing as when I play games, I'm mainly an explorer, it's a good idea, really. Because I can hunt for treasures all over while experiencing as few annoyances as possible. :3

As for your message system, I'm personally not too fond of seeing VX sprites as the face image. Perhaps try having a different style of big sprite popping out from there for the face image instead?

Subscribed, by the way. :3

Keep it up, man.
I'm probably one of the explorer modes, I prefer exploring most of the time than fighting haha =D
It's probably just me, but I feel that the faceset space at the left-hand side of the message box could be tightened up a little. You could even have the faceset appear at the top of the message box, leaving more room for text. Again, this is probably just me.
Thank you for the comments they really are a great motivator to keep working.

As for the message window. The voting with the team and overall efficiency of using the sprites which can be easily edited for emotions overrides replacing them or spending time using more complex or costly ones.

As for the position in the window they are there because of clearer and darker backgrounds which can make some sprites outside the window not very visible and I dont need that much text space.
Pages: 1