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Hi all,
I've had this for a week and am learning by building a space-based game.
One of the features I'm trying to simulate is zero-oxygen conditions.
I think that I can probably do this with a common event that checks for two items:
- Set up two items, a spacesuit and a space helmet
- Set a common event that checks to see if a player is wearing these two items
- Have the event deal some amount of damage per unit time if they are not wearing both
- Have the event stop if they are
- Set up events that call this common event at the entrances of specific rooms that have no air, or when something happens that sucks the air out of a room
However, I can see it getting difficult to manage when you start consider, what if the player takes their helmet off while in a room (i.e. after the event has already stopped because they passed it's check already), what if they are injured and the helmet or suit is damaged (this is actually a feature that I wanted to include; they would have to find a new suit or repair it, and it could be a way to pace progress through the game without seeming contrived).
(The other complication I can foresee is that I need to make it look like they are wearing those items when they are, and not when they're not. However I assume it can't be too hard to do that as I am sure people have made games where characters take off and put back on helmets etc before)
Then I thought, maybe there is some way to make this effect part of the properties of a map or room. Surely people have tried to create water levels before, where if the player is in a particular underwater map, they have a limited time before they run out of oxygen, or they need scuba gear or a magic cap or something in order to survive there. This would basically work the same way, and it seems common enough, so I thought I would ask before starting on the common event plan. For example, would Region IDs let you do something like this, with less potentially bulky or tedious common-event-writing?
Would this be more efficient if, say, I used a switch attached to the player, so "ON" means there's no oxygen and "OFF" means there is, and could I then set up a common event that runs whenever the switch comes on (is that even possible? To save processing resources could it be written such that it was only called when, say, character takes their helmet off, and it then checks to see if the switch is ON, and vice versa, when the switch comes on, it automatically checks to see if their helmet is)? And then my room entrances could alter that switch instead of being responsible for calling the common event?
Have people tried to make maps with, say, poison gas or magic area effects before? What's the most efficient way to do it?
(I just spent an entire day creating an airlock system, and it was verrrry tedious and time-consuming for a final product that is quite buggy, so now I'm finally taking the advice every tutorial seems to give and trying to plan in advance instead of building it up as I go!)
I've had this for a week and am learning by building a space-based game.
One of the features I'm trying to simulate is zero-oxygen conditions.
I think that I can probably do this with a common event that checks for two items:
- Set up two items, a spacesuit and a space helmet
- Set a common event that checks to see if a player is wearing these two items
- Have the event deal some amount of damage per unit time if they are not wearing both
- Have the event stop if they are
- Set up events that call this common event at the entrances of specific rooms that have no air, or when something happens that sucks the air out of a room
However, I can see it getting difficult to manage when you start consider, what if the player takes their helmet off while in a room (i.e. after the event has already stopped because they passed it's check already), what if they are injured and the helmet or suit is damaged (this is actually a feature that I wanted to include; they would have to find a new suit or repair it, and it could be a way to pace progress through the game without seeming contrived).
(The other complication I can foresee is that I need to make it look like they are wearing those items when they are, and not when they're not. However I assume it can't be too hard to do that as I am sure people have made games where characters take off and put back on helmets etc before)
Then I thought, maybe there is some way to make this effect part of the properties of a map or room. Surely people have tried to create water levels before, where if the player is in a particular underwater map, they have a limited time before they run out of oxygen, or they need scuba gear or a magic cap or something in order to survive there. This would basically work the same way, and it seems common enough, so I thought I would ask before starting on the common event plan. For example, would Region IDs let you do something like this, with less potentially bulky or tedious common-event-writing?
Would this be more efficient if, say, I used a switch attached to the player, so "ON" means there's no oxygen and "OFF" means there is, and could I then set up a common event that runs whenever the switch comes on (is that even possible? To save processing resources could it be written such that it was only called when, say, character takes their helmet off, and it then checks to see if the switch is ON, and vice versa, when the switch comes on, it automatically checks to see if their helmet is)? And then my room entrances could alter that switch instead of being responsible for calling the common event?
Have people tried to make maps with, say, poison gas or magic area effects before? What's the most efficient way to do it?
(I just spent an entire day creating an airlock system, and it was verrrry tedious and time-consuming for a final product that is quite buggy, so now I'm finally taking the advice every tutorial seems to give and trying to plan in advance instead of building it up as I go!)
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