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For my current project, I wanted to handle towns as menus, rather than as actual maps- similar to how some dungeon crawlers or tactics rpgs often do. In town, you'll see a background image, some dialog or text, and a list of menu options like "store" "inn" "castle," etc. Choosing a menu option (say, "store") takes you to another background image of the store, and now there's a store menu with options for buy, sell, upgrade, leave (returns to the main 'town' menu). For my case, I also have a train station you can use to travel between discovered towns without going back to the overworld map.
Visual aid:
The Problem: While I have a pretty good idea of how it should work, I'm not sure how to set this up in events. My current attempt involved making each Town an event on the world map, and using event pages for each option (one page for shops, one page for the inn, etc), and using self switches and auto-run to flip between them, but it's become incredibly messy even for just my one test.
Other concerns I've had with alternate solutions:
Has anyone here done a game with this type of towns? What would you suggest to implement them?
Visual aid:
The Problem: While I have a pretty good idea of how it should work, I'm not sure how to set this up in events. My current attempt involved making each Town an event on the world map, and using event pages for each option (one page for shops, one page for the inn, etc), and using self switches and auto-run to flip between them, but it's become incredibly messy even for just my one test.
Other concerns I've had with alternate solutions:
- Trying to make the whole town on one event page is possible, but the event editor window is small enough that it starts to feel cramped if I try to do anything dynamic in town.
- I'm a bit concerned that if I just make them by calling common events, the traveling option might cause a stack overflow by calling a town inside a town, and then calling another town inside that, etc, or that it'd be harder to quite directly to the world map again. I'm not sure how event call stacks work, though.
- Since the current setup doesn't actually leave the world map, it doesn't reset the positions and such of map events. I'd very much like this feature.
Has anyone here done a game with this type of towns? What would you suggest to implement them?
