Jammer691

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Good Morning everyone,


I am working on a project, and I would love to implement a "real time, in the field building mechanic" into the game. For instance, the player can acquire a bunch of fence panels, lets say, and be able to place them on the map, and have them act as a barrier you know...fence. :) I imagine something like a 2d minecraft-esque system, but much more simple.


I saw a video of someone doing exactly what I wanted in rpg maker xp. My question is, could this be done via eventing? I imagine its more complex than that, and would require custom coding / plugin. Anyways, any thoughts on how to approach this? thanks in advance
 

Andar

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Yes, it can be done - but it's not simple.


In case of pure eventing, you would need events on every option and they would have to be able to display everything that could be build there - resulting in a very complex event system.


A lot better would be to use some selected plugins, most important clone event and tileswap events to change your map.


Even then it would require some complex logic, but with clone events you could spread the logic over different events for different built options.
 

Jammer691

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Yes, it can be done - but it's not simple.


In case of pure eventing, you would need events on every option and they would have to be able to display everything that could be build there - resulting in a very complex event system.


A lot better would be to use some selected plugins, most important clone event and tileswap events to change your map.


Even then it would require some complex logic, but with clone events you could spread the logic over different events for different built options.

Thanks for the reply. I'm not worried about complex, I just need to know where to start looking to implement something like this. I have a bit of programming knowledge, but that doesn't really translate well to rpg maker.


really what i envision is to only be able to construct something on a particular map, not necessarily the entire game. Thanks for the leads, I appreciate it.
 

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