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[SCRIPTING] [RMMV] How-to: secret doors

Nijineko again.

For my second question regarding my current project, I'd like to focus on secret doors.

In the rogue-like i'm basing my project off of, secret doors are invisible and cannot be discovered until you cast a LIGHT spell. Once cast, all secret doors on the map which are not covered by fog-of-war will be revealed. (Just fyi, every map fits on a single screen, though I doubt I can pull that off in RMMV.)

I've been attempting to make certain wall tiles have the THROUGH quality, but that doesn't seem to be working like I expected.

Next, I tried making an event that turns the character THROUGH quality on if they are facing a certain direction, and off if they are facing another direction, but then they can't walk on that tile.

Finally, I tried making the event have the THROUGH quality, but then the event would not trigger no matter what.

I plan on making a magic skill called REVEALING LIGHT which will have a character level based or footstep-based timer. For the duration of this skill, the secret doors need to be revealed and passable, and once the skill expires, it needs to revert.



So, in any case I'm rather stuck. Any advice on how to pull this off would be appreciated.

[RMMV] Whole map versus Room-by-room?

My current project is to recreate an homage version of a very old ASCII rogue-like as a mobile game. The maps from this game consists of walls, doors, secret doors, and openings. The maps also featured one-time fog of war (once explored, always revealed). In rooms, one could find things like stairs, traps (pits, shafts, energy, teleport, guaranteed monster encounters), and various magical effects (darkness, anti-magic, illusions). Based on the combination of these things, one could also find hallways and large rooms.

I have started creating a whole map for this game, only to find myself asking some questions. Here is a list:

  • Should I design a whole map, or create a unit by unit map (where a unit = rooms and hallways).

  • If I choose unit-by-unit, can I reuse these rooms yet still keep track of where they are in the big-picture map?

  • If I choose unit-by-unit, can I add and remove unique features via some method (global events?) to prevent visual repetition?

  • How can I best emulate the special features of traps and magical effects on the map level?

  • How should I best pull off the fog-of-war (any good plugins out there that are play-tested and recommended?)

  • How can I include a "create-your-own-character" mechanism in the game? (Both visually and mechanically)

  • How can I include mini-games?

  • How can I include crafting?


Today's post focuses on questions 1, 2, & 3 only. Future posts will cover other questions.

What experiences and suggestions does everyone have in this area? I'm looking for opinions, ideas, and brainstorming; though if you have technical details of how-to, while that is most welcome, it is not expected at this point.
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