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Okay, I touched on this topic a bit in my status updates, and people seemed to like the idea of a banking system in a modern/sci-fi game, and with Lunarea's recent ATM tiles (for those who purchased her modern tile pack) this seemed like a good way to go.
I also figured if the player is storing their money, there must be a reason, right? So I figured I'd take the Earthbound/Dragon Quest approach and have the player lose half their money if they die, rather than get a standard game over screen. This is all well and good.. except I'm not sure how to go about dividing the money by half using the maker's default function, unless I want to do a bunch of conditionals based on certain amounts of money, and that seems really tedious when there could easily be a better way I'm not seeing.
Also, my game was going to allow the player to save anywhere, since I think the majority of people don't like being forced to save at save points. That being the case, if the player were to die in a dungeon and lose half their money and be, for example, teleported to the nearest inn, there's absolutely no incentive for the player to continue; he'd just load his last save. Granted, he might be inclined to do that anyway if he loses half his money. He might think resetting is a better punishment than losing half his money. I suppose it depends on the preferences of Joe Player.
So, if I'm using a bank system and a lose-money-upon-death penalty, should I therefore utilize save points rather than letting the player save anywhere?
Thanks for your input!
I also figured if the player is storing their money, there must be a reason, right? So I figured I'd take the Earthbound/Dragon Quest approach and have the player lose half their money if they die, rather than get a standard game over screen. This is all well and good.. except I'm not sure how to go about dividing the money by half using the maker's default function, unless I want to do a bunch of conditionals based on certain amounts of money, and that seems really tedious when there could easily be a better way I'm not seeing.
Also, my game was going to allow the player to save anywhere, since I think the majority of people don't like being forced to save at save points. That being the case, if the player were to die in a dungeon and lose half their money and be, for example, teleported to the nearest inn, there's absolutely no incentive for the player to continue; he'd just load his last save. Granted, he might be inclined to do that anyway if he loses half his money. He might think resetting is a better punishment than losing half his money. I suppose it depends on the preferences of Joe Player.
So, if I'm using a bank system and a lose-money-upon-death penalty, should I therefore utilize save points rather than letting the player save anywhere?
Thanks for your input!
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