Multiple Game "Modes"?

Hoverboy

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Hi all,
Super new here so this may be a question that has been answered a bunch but I haven't found the answer to my specific version of the question from searching here or Google. So, with that:

Is it possible to have the main menu (where you can pick to start a new game or continue a saved one) allow the user to select from multiple game 'modes'? For example: in the "starter version" of the game (let's call this MODE1) I have a limited number of maps that I want the player to be able to access. It's almost like a tutorial; they play the game, but the scope is much more limited. In the main version of the game (MODE2) I have 4-5 times the area, quests, etc. I know that this sounds kind of goofy, but there is a specific reason why I would like to be able to do it this way.

Thanks in advance for any assistance!
 

Kes

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[move]JS Plugin Requests[/move]
 

Engr. Adiktuzmiko

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1) You can find a plugin that adds capability to add new commands to the menu

2) You can use a plugin that allows you to use a game map as the "title screen" and you will event the mode selection.
 

caethyril

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So...the general idea here is that throughout the game, there will be "non-tutorial" elements that the tutorial players shouldn't see and/or be able to access? It sounds like all you need is a switch (or, if you want to have more than two options, a variable) to track the type of playthrough. Then just use branches and/or event page conditions to affect how your events behave for the different playthroughs.

A simple approach: have an (autorun) event on the first map that presents the choice to the player, sets the "playthrough type" switch/variable as needed, then (if necessary) transfers the player to the "real" starting map. :)

If you prefer to do this directly from the title screen, this plugin by Himeworks lets you construct your own "title map" with events:
http://himeworks.com/2015/11/pre-title-events/ :kaojoy:
 

Andar

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the problem is not making the selection - as said above there are dozens of ways to do this.

The problem is developing the game in a way that the selection affects it.
That isn't difficult either, but it will be tedious and a lot of work.

For example if a specific map is not available in a specific mode, then the transfers to that map have to check for the current mode (conditional branch and variables) and then cancel the transfer if the player is not supposed to go there in the current mode.

That is the same as a branching story development - it is a lot of additional work that simply can't be handled by a plugin because no computer can read your mind to learn which maps should be available when.
 

Hoverboy

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the problem is not making the selection - as said above there are dozens of ways to do this.

The problem is developing the game in a way that the selection affects it.
That isn't difficult either, but it will be tedious and a lot of work.

For example if a specific map is not available in a specific mode, then the transfers to that map have to check for the current mode (conditional branch and variables) and then cancel the transfer if the player is not supposed to go there in the current mode.

That is the same as a branching story development - it is a lot of additional work that simply can't be handled by a plugin because no computer can read your mind to learn which maps should be available when.
This is essentially what I am up against. I ended up not going with a JS plugin and instead used a blank map + choice where selecting a new game starts with a background that looks like a selection screen and the choices are the game modes. Choice 1 sends you to MAP_01, and the entirety of that mode of the game is in its own section. You are absolutely right that a method like this will potentially be a lot of additional (and yes, tedious) work, but I am creating the "full" game first, and everything else will be a subset of that, so each lesser mode will be cutting content and re-linking existing player transitions.

Thanks for all of the info!
 

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