Polidoro 104 Posted June 7, 2013 Hey everyone, I have a request for a script that provides a new way to progress through a games story line. The most basic form of the idea is to have a system where the player has the ability to load a saved file (party) and select to continue at the exact save point they left off at or pick and choose to start at the beginning of a chapter that they have already completed before. This means they will be able to go back a few chapters (acts, episodes, sets, phases, etc.) and redo it using their current party and inventory. I can see how this may get confusing as to how I (the developer) will make it so certain events flow nicely, eg. having party member x in your party and going back to the act where you first acquired said party member. I feel however, with the script in place first, the game can be fleshed out with it's mechanics in mind to avoid paradoxes like that. I've watched Inception enough times to develop major plot points in a safe manor when revisited To help avoid these situations, it would be great if the system had switches implemented within it. Say there are 20 chapters. Each chapter turns on 1 switch and off the previous chapters switch, so there is only one switch at a time on. All possible paradox events will have these switch checks. Please don't worry about how I will manage all that bull, as long as the core idea is there in script everything should be fine. Being able to manage the 'Chapter Select' screen within the script feels like a lot easier and customizable than using pictures and 'button processing' through events. Speaking of which, I have thought about doing this with events... Perhaps having 'Save Rooms' instead of save points. then have auto-run events in the room that shows a choice to save / chapter select / quit but i much rather have a professional looking menu option at the Title Screen (or after load screen) to enter the chapter select screen. I hope I conveyed this idea well enough. I feel like I may have bounced around a bit trying to explain it all. Also keep in mind that I do have some knowledge in Ruby but mainly just heavy editing. I can't 'create' per say but if you give me a core I can fine tune and add somethings to fit my needs. I'll be more than happy to help out with this request any way possible. For who ever is able cook it up for me, I'd be more than happy to do something in return, whether it be making a title screen or signature, or give advice on life. Thanks for taking the time out to even read all this ish. It's much appreciated. Good luck, pimps and pimpettes~ Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 7, 2013 How do you distinguish the start location of one chapter from another chapter? Or rather, how are you going to set them? Share this post Link to post Share on other sites
Polidoro 104 Posted June 7, 2013 Im hoping to use simple switches. for example, after chapter 1s 'end scene' the player will see act 2's splash screen and the switch for act 1 will turn off and act 2's will turn on, events acting accordingly. or maybe even a varible set up. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 7, 2013 If they enter a chapter can they quit the chapter and start another? Share this post Link to post Share on other sites
Polidoro 104 Posted June 7, 2013 (edited) Hmm... good question.... thats not a deal breaker, its really up to the coder. it would be nice if the user could go into the menu and restart/choose the chapter they want in-game and even from the title screen (obviously). But i'm really open to suggestions. I could even use your sick ass bit switch system to handle all the chapter switches. ;p EDIT--- Once they start a new chapter though (or old) progress overwrites, so when they go back to advance the story the have to start the newest chapter from the begining.... which will add boredom, having to view cutscenes and what not a second time, but. ill prevent that by giving the option to choose different paths. this way, the player can get all replay value in one playthrough. (conditional branches, descsion trees, etc. ). like i said before, let me deal with fleshing out how to use the system to the best abilities and have faith that it wont be an unuseful tool . we can make this work! Edited June 8, 2013 by polidoro Share this post Link to post Share on other sites
Polidoro 104 Posted June 10, 2013 bumpbumps- think of how Diablo 3 handles its quest-selection system, just not as advanced. my goal is for the player to be able to go back and take different descision tree paths when they want using a sexy looking interface. Share this post Link to post Share on other sites
estriole 326 Posted June 11, 2013 (edited) it think that could be evented. if you want script. it will be harder than event it. (at least for the scripter ). for eventing. 1) you need to create the chapter selection map. you can use simple event or advance event which show graphic etc if you're expert at eventing. the event will use switch as requirement (chapter 2 unlock switch for example). when talk to that event. teleport to chapter. 2) at start of each chapter... create autorun event in blank map which do following: - reset certain switch & self switch you WILL change in this chapter - reset certain variable you WILL change in this chapter - redo whatever you DO in that chapter (if using custom script) of course you can leave 'some' things to not reset (so you can encounter different path for example. etc) you could add intro or something for the chapter in the same autorun event... then transfer to actual chapter map. since the reset in different map you don't need self switch to make it blank event. so whenever you go from chapter selection that autorun event still run. Edited June 11, 2013 by estriole Share this post Link to post Share on other sites
Polidoro 104 Posted June 11, 2013 (edited) yeah i hear ya. eventing it will most likely be the method i use. thanks for the advice on how to set it up. i'll make a quick little demo of the system and toss it up here for anyone who would like to learn/use the idea. new question though (to keep this thread open a tad bit longer) anybody happen to know of a code snippet for the title screen that gives another option and loads a specific map when that option is selected? i.e. "chapter select" loads "chapter select scene map" ??? hoping its a few extra lines of code that i can add to any title screen, as i dont have a title screen script picked out yet. im alright with scripting as far as editing goes so all i would need are the lines to add and i'll be able figure out what goes where. i know how basic the default title screen script is. Edited June 11, 2013 by polidoro Share this post Link to post Share on other sites
estriole 326 Posted June 11, 2013 it's better if not accessed from the title screen.so you can have more than one save. (in case your brother/sister/wife want to play too ). especially if you have character selection / naming. but it's up to you. it's better you still need to load the game. then using button common event script from yanfly... teleport the player to chapter selection map. Share this post Link to post Share on other sites
Polidoro 104 Posted June 11, 2013 (edited) very nice point. i think ill run it through save points. that way the player does have the freedom to backtrack and what not when they want to but the convience of saving is there as well and their 'freedom' is somewhat coralled to be used at specific points.... ah this whole conversation has really motivated me and made some creative gears start turning. thanks for the help. i think its safe to say case closed on this one. god, if you're listening, could you close this thread please? i promise to stop drawing angry eyebrows on the family dog with magic marker. Edited June 11, 2013 by polidoro 1 Share this post Link to post Share on other sites