- Joined
- Jan 30, 2017
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I have a few questions regard to a mechanic in my own game.
You need to find and return nine stones to their temples, not to bring balance back to nature, but to lift a deadly force field around a magic sword.
1.
How would I be able to be able to place these crystals without having it reset earlier portions of the game?
The quest that leads to the finding of the first one requires the rescue of a child in a cave. Having the crystal on hand would allow for alternate dialogue acknowledging the rescue. Having it removed at any time would lead to people telling you to save the mayor's son, should you revisit that portion of the game.
Bear in mind that this is based on a conditional branch method (the only type I'm familiar with). Is there another way for you to get around this if the crystal has been returned to its pedestal?
2.
If the temples are all around the world, how can I get the game to allow the player to pull the sword if you don't have the nine crystals on you?
Unlike in Zelda: A Link to the Past, where you need the Pendants of Wisdom, Power, and Courage on hand to pull out the Master Sword, the nine crystals have to be back on their pedestals in order for you to budge the one you're after. It's kinda like the gems needed to raise the barrier in Zelda II or the elemental gems of FF1. The nine serve as a series of locks spread out around the game world.
I want to know how you can get the game to be able to read that you've already returned the gems to their temples when you finally go to pull the sword? If you ever did try to remove the blade before this, it would be an instant Game Over.
You need to find and return nine stones to their temples, not to bring balance back to nature, but to lift a deadly force field around a magic sword.
1.
How would I be able to be able to place these crystals without having it reset earlier portions of the game?
The quest that leads to the finding of the first one requires the rescue of a child in a cave. Having the crystal on hand would allow for alternate dialogue acknowledging the rescue. Having it removed at any time would lead to people telling you to save the mayor's son, should you revisit that portion of the game.
Bear in mind that this is based on a conditional branch method (the only type I'm familiar with). Is there another way for you to get around this if the crystal has been returned to its pedestal?
2.
If the temples are all around the world, how can I get the game to allow the player to pull the sword if you don't have the nine crystals on you?
Unlike in Zelda: A Link to the Past, where you need the Pendants of Wisdom, Power, and Courage on hand to pull out the Master Sword, the nine crystals have to be back on their pedestals in order for you to budge the one you're after. It's kinda like the gems needed to raise the barrier in Zelda II or the elemental gems of FF1. The nine serve as a series of locks spread out around the game world.
I want to know how you can get the game to be able to read that you've already returned the gems to their temples when you finally go to pull the sword? If you ever did try to remove the blade before this, it would be an instant Game Over.


