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Rpg maker mv quest log
Rpg maker mv quest log






rpg maker mv quest log

Spider Egg Retrieval = 2 = We heard about the alchemist but haven't encountered him yetġ2 = We told the alchemist about the spider but haven't killed it yetġ7 = We spoke with the alchemist after killing the spider but before picking up its eggĢ2 = We picked up the egg but then tried to sell itĢ7 = We spoke to rival after handing over egg to alchemistģ2 = We spoke to alchemist after handing over egg to rival Variable 0225: Spider Egg Retrieval = 0 = Quest Not Encounteredģ0 = Handed Over Spider Egg to Rival Alchemistīy leaving room between the values we also eliminate the need for a lot of "flavor" tracking variables or switches, such as: Switch 5: Returned Item and Completed Quest You will find that it eliminates the need for most quest-related switches: This method keeps progress tracking simple while still allowing you room to keep all of a single quest's variables grouped together. Variable 0216: Number of Items Collected For Quest #3 number of monsters killed or amount of gold collected). I have an entire game made with about 50 maps, because I have the story line, and characters made, its just the part of variables and conditional branches and the sequences that are giving me troublesĪ trick I use is to have all the player's progress through a linear quest be tracked by a single variable - though I also space these variables 5 or 10 apart in case I need to track additional values related to that quest (e.g. Not to late, or vital information might be missing in the main story. Not to early, cause it will spoil storyline. And when they become important, suddenly you have to keep track of when side quest happen. If you make them directly connect with the storyline, they become to importent.

rpg maker mv quest log rpg maker mv quest log

Originally posted by BigFatX:Here is what I do, when I make side quests. So not really my storyline) then sidequests can be slightly related to the dragon, the mountain, the party or one of the other events in the main story, but they should be their own little stories. If the main story is: Gather a party to find and kill a dragon on a mountain top (yes, like the Hobbit. I try to make my side quests independed from the main story, but there are links, since they are happening at the same time and in the same town as the main story. Once I know their background, I can think of something they would want the player to do. Like: Age, profession/class, likes/dislikes, relation to main character and/or to other characters. (if it didn't have one yet) That can be just a few lines. Then I write a background story for this character. I take a new character, or a character that is already in the game. Here is what I do, when I make side quests.








Rpg maker mv quest log