ok well im making a monster trainer, as you know those games can get very complicated. so ill try to break it down to explain the features I am working on in my game, the first part is a theory the second part is how it should be done. now since my scripting knowledge is very limited you wont see lines of litteral code. but rather the code structure. I am very open to corrections.
on to the rules.
1.I make a theory not a fact, this theory explains what I want to make my feature to behave like so its a logic theory.
2.second part is script structure. I don't understand rgss very well so I am going to use the stuff in the game engine.
3.I use only [RMXP] so no vx ace stuff I have been told they aren't coded the same way.
4.The language I use might be c++ or C#, but im comfortable with basic 256. the logic is simpler.
5.I'm not saying I want people to do the work for me, but I do need assistance, just to be clear.
6.I'm doing this to get my own development company a working demo. that thing wont be using RMXP.
7.RMXP is just for testing purposes since I haven't made any graphics yet. so im mostly testing the structure and code.
8.And if in the process of all of this I get to finally learn and understand rgss, I ll definitively help with tutorials for absolute beginners.
Features I am working on;
-Map(dynamic mapping) where the player is adding to the world map in a simple and concrete way.
-Character creation(Making a working customizable character, designing his family and answering a battery of questions)
-Combat system(this is tricky, im using a simple 1v turned based combat)
-Memory feature(this is a unique feature I have planned to put in my game this will require good scripting)
-Crafting system(this is going to need more complexity than the show choice option, as im going to have skills interact with crafting)
-Making events(for story based events and side quests I have basic knowledge for basic quests)
-Skill system(for crafting and gathering)
-combat skills(active and support skills)
Map engine( this is a biggie)
ok so I want to make a modular world map that is centered around 1 island modules known as "home island". That module is 21 by 21 with the center being the doorway to your house(which can be changed later with house upgrades).
When you place a gate on the edge of the island it creates a "space" with a hitbox. that hitbox protects whats in the hitbox from overlapping its contents with another hitbox's content.
Gates separate the map in chunks.
The home island hitbox can expand but it can neither move or be moved by anything else.
also there is a structure to go for.
Home-->Route-->Area-->Route-->Town
so there are 2 modules types.
Route type and Area types
you need a route between area types
you cant have two area types connected to each other.
you cant have 2 routes connected to each other as well.
in the three area types we will see another difference.
Home types cant be moved and cant move because they are the center of the map
Area types are large and can be moved but cant expand. they are wilderness areas.
Towns can be moved and can expand just like route modules, but they are cities with shops and people in them.
also I want to use a progression feature to help with saving and loading. but that will be later. the importance is making a map system that expands in 4 directions rather than 2. the map modules will tie in with the crafting system, while gates lock up the module have it had been placed and the decorations are done. to unlock the module would require a boss fight.
that's pretty much it for the map system.
now for the structure in code im thinking of creating the map first of home island and then give it an expansion in four direction for the map to have space for a gate and a route.
ill write more later please feel free to post and comment on my first theory.