Gameplay and Plot Progession

MobileSuitSonic

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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.
 

a noble wolf

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1. have the system check if the player if has returned the crystal by having a switch activated when the player has done so. With the dialogue have it check if the switch is flipped.

2. have the return of each crystal flip a switch, once all nine are flipped the sword is released as long as the event is set to check for each. you can even have a sound play as a confirmation of each confirmed switch like a seal being broken.

Hope this helps.
 

bgillisp

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This belongs in the support section for your engine as this is a How Do I question.

I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Blade Forte

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It could work with just an updating variable too - though in that case it would probably be only for a more linear game like the first half of LttP or all of Paper Mario, where you are expected to go in order to get everything.

If it's a non-linear game, the switch idea might be best, so you can go to different places in different orders and not have other portions messed up because of the variable being for a different place.
 

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