multiple game mods

motman

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I've been triyng to make in my game other ways of playing it, like a survival mod or something but i don't know how to do it, so can anyone help me
 

Kes

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We need a lot more detail than that in order to give any meaningful advice. What sort of game do you have in mind?
 

motman

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We need a lot more detail than that in order to give any meaningful advice. What sort of game do you have in mind?
Well, my game will have multiple story mods with multiple protagonists that never cross each other even if their stories are connected.
To be more specific their stories take place at different seasons like autumn wich will be the survival mod.
 

Heirukichi

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Running a common event as soon as the game starts and then using switches/variables to check which story line (or game mode) has been selected might do the job for you. Even so the amount of informations you provided is not nearly adequate. You have to provide a lot more informations if you want real help on this.

  • Can you enter the same map from different story lines?
  • Can you interact with the same character from two (or more) different story lines?
  • Can you pick up the same quest from different story lines?
Things like these cannot be omitted if you are asking for help since they greatly affect how you have to set up your events.
 

motman

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Running a common event as soon as the game starts and then using switches/variables to check which story line (or game mode) has been selected might do the job for you. Even so the amount of informations you provided is not nearly adequate. You have to provide a lot more informations if you want real help on this.
  • Can you enter the same map from different story lines?
  • Can you interact with the same character from two (or more) different story lines?
  • Can you pick up the same quest from different story lines?
Things like these cannot be omitted if you are asking for help since they greatly affect how you have to set up your events.[/QUOTE]
If I have to answer those questions.

1. For now the two story lines I've written take place on different maps, one of which is actually part of a real town with some changes.
2. The protagonists as well as the secondary characters will never met each other.
3. The stories are just connected something like: the events of one quest will be the cause of the events of the other.
 

Heirukichi

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For now the two story lines I've written take place on different maps
This makes things easier since having each storyline taking place in different maps helps you creating events, that way you don't have to create multiple conditional branches in events. However keep in mind that if by any chance you share a map you have to handle your events differently for each storyline.

The stories are just connected something like: the events of one quest will be the cause of the events of the other.
To handle this you might need some scripting knowledge because the engine itself does not allow you to store a switch value across different games (save files). You have either to use a script or to set up those quests as if the "cause quest" has already been completed regardless of that being actually true or not.

Knowing this I would recommend what I said in the previous post: use a variable in an autorun common event right at the beginning of your game and move the player to the appropriate map. Of course you'll have to change character name and sprite too. This way you have a clear trace of the player choice in your game and even adapt events in case you share a map between multiple story lines. And of course you can use that information to trigger (or not trigger) common events.
 

motman

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This makes things easier since having each storyline taking place in different maps helps you creating events, that way you don't have to create multiple conditional branches in events. However keep in mind that if by any chance you share a map you have to handle your events differently for each storyline.


To handle this you might need some scripting knowledge because the engine itself does not allow you to store a switch value across different games (save files). You have either to use a script or to set up those quests as if the "cause quest" has already been completed regardless of that being actually true or not.

Knowing this I would recommend what I said in the previous post: use a variable in an autorun common event right at the beginning of your game and move the player to the appropriate map. Of course you'll have to change character name and sprite too. This way you have a clear trace of the player choice in your game and even adapt events in case you share a map between multiple story lines. And of course you can use that information to trigger (or not trigger) common events.
Sorry, I've understood only the first two parts of your reply.
What do you mean by variable autorun?
 

bgillisp

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You might want to work through the tutorials then, as things like an autorun and how to use variables are mandatory if you want to be able to actually finish a game more complicated than Harold makes his bed. There's a link in my signature that will take you to them.
 

motman

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You might want to work through the tutorials then, as things like an autorun and how to use variables are mandatory if you want to be able to actually finish a game more complicated than Harold makes his bed. There's a link in my signature that will take you to them.
Ok so, where's the signature?
And who's Harold?
 

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