Episodic Game Questions for RMXP

yologdog

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EDIT: After doing a few google searches on this I found out that this was the first link to show up and the only one to ask real questions about the subject. I'll edit the subject into a Q & A to make it easier to read for people. Answers were provided by Shaz

I'm making a monster game in linked episodes. They can't not be linked. The save files must transfer over.

But I plan on doing it by adding one region at a time. Sort of like DLC. I won't take away any scripts in the first region, I will alter as little as possible in way of attacks, and I will make all the types(Fire, bird, plant) I will use ahead of time. I will also tell the player safe places to save so they don't load it up accidentally stuck in a wall or counter that I might have changed.

Q:What I'm wondering is if I edit new scripts onto characters, scripts that wouldn't effect the old plot but create new ones, whether that would read in an older save data that was updated with the new plot?

A:What do you mean by "new scripts on characters"? Characters who have joined your party (even if they've since left) are saved in the save file, so if you made changes to them and the player loaded a save file, which is what you intend, there might be issues with changes to characters. If you REALLY mean scripts (a lot of people new to the maker refer to scripts when they really mean events), you could have issues if you've added new scripts that add new variables/properties to characters - you would need to either reset those values on loading a save file if they're not already set, or do a check each time you want to use them, and if they don't exist, create them.

Q:I also plan on each region having a different set of monsters so I need to know if the players would have difficulty traveling from the new region to the old region with their new monsters and Items?

A: No problem with adding new monsters. You can ADD new stuff to any of the database tabs. Where you run into trouble is if you REASSIGN things that are already there.

Q:I also plan on allowing the player to start in any region they want once I have enough of them. But I'll try to script that in ahead of time so unneeded pain and backtracking isn't necessary for me or the player.

A: Starting in any region is pretty simple - just give them a Show Choices at the start of a new game, then teleport them to whatever "region" (I assume you mean MAP) is appropriate. Again, this is not scripting. It's eventing. Get used to the terms, as they're not interchangeable, and you'll confuse people by using the wrong one  ;)

Q: I'm thinking of having someone at the shop or your parent give you Items that you would have gotten from your run through but missed in the new update or region. Say you completed a quest and got nothing from it. but in the new update the quest gives you a race changing potion. The game will read that the quest is completed and the store or your mom will call you to tell you a potion came for you in the mail. This way any necessary or cool update items the player may have missed won't be lost to them.

A: Yes, you can make shopkeepers give you different things in different games. But if you're just adding content, there's no reason the player can't go back to areas they missed earlier and just get the stuff themselves - that gives them more playtime and more of a reason to play/explore. As long as you're not removing the ability to get something.

Q: If I add anything or change some of the tileset after the fact, would that cause any differences in script? Or cause Older save files to crash from trying to load the new graphics?

A: Changing existing tilesets (again, nothing to do with scripts, but everything to do with maps and events) will result in changes to any existing maps that use that tileset. You can add new tilesets and use them, and you can change maps if you want to. Just make sure you're not going to cause your player to get stuck somewhere because of your changes. "Telling them where it's safe to save" is NOT a good idea. If they should only be able to save in certain maps or at certain locations or points in the game, then YOU need to MAKE it so that they can only save then and there. I can pretty much guarantee that people will ignore you, and you'll end up with people asking you to hack their save files so they can play again, or will just give up playing because they've gotten stuck.

Q: Would VXAce be better for this project or could I stick with XP?

A: There would be no difference between using Ace or XP for this. It's all about how you design your game and prepare for future changes. You would do the same thing in either engine.

Any suggestions or answers you could give me is heavily appreciated. I'm really throwing myself straight into the fire with my first project, but that's how I learn best.  :)  
 
 
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Shaz

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Where you posted is okay.


What do you mean by "new scripts on characters"? Characters who have joined your party (even if they've since left) are saved in the save file, so if you made changes to them and the player loaded a save file, which is what you intend, there might be issues with changes to characters. If you REALLY mean scripts (a lot of people new to the maker refer to scripts when they really mean events), you could have issues if you've added new scripts that add new variables/properties to characters - you would need to either reset those values on loading a save file if they're not already set, or do a check each time you want to use them, and if they don't exist, create them.


No problem with adding new monsters. You can ADD new stuff to any of the database tabs. Where you run into trouble is if you REASSIGN things that are already there.


Starting in any region is pretty simple - just give them a Show Choices at the start of a new game, then teleport them to whatever "region" (I assume you mean MAP) is appropriate. Again, this is not scripting. It's eventing. Get used to the terms, as they're not interchangeable, and you'll confuse people by using the wrong one ;)


Yes, you can make shopkeepers give you different things in different games. But if you're just adding content, there's no reason the player can't go back to areas they missed earlier and just get the stuff themselves - that gives them more playtime and more of a reason to play/explore. As long as you're not removing the ability to get something.


Changing existing tilesets (again, nothing to do with scripts, but everything to do with maps and events) will result in changes to any existing maps that use that tileset. You can add new tilesets and use them, and you can change maps if you want to. Just make sure you're not going to cause your player to get stuck somewhere because of your changes. "Telling them where it's safe to save" is NOT a good idea. If they should only be able to save in certain maps or at certain locations or points in the game, then YOU need to MAKE it so that they can only save then and there. I can pretty much guarantee that people will ignore you, and you'll end up with people asking you to hack their save files so they can play again, or will just give up playing because they've gotten stuck.


There would be no difference between using Ace or XP for this. It's all about how you design your game and prepare for future changes. You would do the same thing in either engine.
 

yologdog

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Where you posted is okay.

What do you mean by "new scripts on characters"? Characters who have joined your party (even if they've since left) are saved in the save file, so if you made changes to them and the player loaded a save file, which is what you intend, there might be issues with changes to characters. If you REALLY mean scripts (a lot of people new to the maker refer to scripts when they really mean events), you could have issues if you've added new scripts that add new variables/properties to characters - you would need to either reset those values on loading a save file if they're not already set, or do a check each time you want to use them, and if they don't exist, create them.

No problem with adding new monsters. You can ADD new stuff to any of the database tabs. Where you run into trouble is if you REASSIGN things that are already there.

Starting in any region is pretty simple - just give them a Show Choices at the start of a new game, then teleport them to whatever "region" (I assume you mean MAP) is appropriate. Again, this is not scripting. It's eventing. Get used to the terms, as they're not interchangeable, and you'll confuse people by using the wrong one ;)

Yes, you can make shopkeepers give you different things in different games. But if you're just adding content, there's no reason the player can't go back to areas they missed earlier and just get the stuff themselves - that gives them more playtime and more of a reason to play/explore. As long as you're not removing the ability to get something.

Changing existing tilesets (again, nothing to do with scripts, but everything to do with maps and events) will result in changes to any existing maps that use that tileset. You can add new tilesets and use them, and you can change maps if you want to. Just make sure you're not going to cause your player to get stuck somewhere because of your changes. "Telling them where it's safe to save" is NOT a good idea. If they should only be able to save in certain maps or at certain locations or points in the game, then YOU need to MAKE it so that they can only save then and there. I can pretty much guarantee that people will ignore you, and you'll end up with people asking you to hack their save files so they can play again, or will just give up playing because they've gotten stuck.

There would be no difference between using Ace or XP for this. It's all about how you design your game and prepare for future changes. You would do the same thing in either engine.
-"What do you mean by 'new scripts on characters'? Characters who have joined your party (even if they've since left) are saved in the save file, so if you made changes to them and the player loaded a save file, which is what you intend, there might be issues with changes to characters. "

I was originally talking about NPC's, sorry, I should have known to clarify. But You did touch upon a subject that I'm also interested in. If I were to add an event to a new plotline to make a Character jump out of your party because he recognizes someone that would be fine right? I just shouldn't go messing with stats, Attacks, and stuff that we can assume already happened for the player?

-Also, question for both NPC and characters. Should I add placeholder events such as "Please see my assistant for details." And the player will go see a newly created NPC. that way If I ever need an event, there will be very little editing to what is already there? Everyone makes it sound like Editing or adding to what is already finished is a very bad thing to do and if that's the case then a few placeholder events like that on key NPC's/Characters seem like the smart way to go.

-Thank you so much on the Tileset answer. I really wanted to start making the game and I didn't want to wait until EVERY tile was done. Now I can space out creating the game and creating the Tilesets evenly and get done a faster pace. Last Questions though, I promise. Correct me if I'm wrong. Player, Character and NPC Sprites are basically Tilesets and can be changed just as easily and with the same rules as changing normal Tilesets. I.E. Don't mess with events and scripts and I'm fine.

That was the last question I needed to know before I got started. You have been a HUGE help to me and hopefully anyone else who stumbles across this in google (It shows up as the most relevant topic when I try to google these answers myself.)
 

Shaz

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If you are releasing the whole thing each time, you can do what you want, as long as you take into consideration that the player might already have a save file that your changes could break.


If you are planning to only release changed maps, it's more complicated. I assumed you would just re-release the whole game, with the new stuff added.
 

Zeriab

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I highly suggest versioning your saves.
Change the save file structure so that you are able to load the version before loading the actual save data. This allows for a much greater degree of freedom since you can have different loading mechanisms for different save versions, and you can explicitly migrate older versions to newer versions.
It does require programming and the problem is not generally solvable, but it is still so much sweeter in terms of confidence and flexibility.

*hugs*
 

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