Terrain Destruction

ORLY1889

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In my game, I want the terrain to be dynamic or interactive, but I have no idea about how to achieve it.

For example, when the character walks to a certain position or as time goes by, the surrounding changes: hills collapse, water floods the ground, or the whole continent begins to sink.

Is this possible? I once had an idea that creating numerous versions of a same map, like map A is before terrain destruction and map B is after terrain destruction; when the player walks to a certain point in map A, he will be transferred to the same coordinate in map B, which creates the idea that the environment changes. However, loading new map always takes some time, and the screen seems to turn black during transferring, making it looks fake.

Is dynamic terrain possible in RPG maker? Thanks in advance!
 

Shaz

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I would do what you're suggesting for maps that have a lot of changes at the same time. I think the Transfer event lets you choose No Fade - in that case it might just show the old map for the whole loading time.

Or this might help:
 

Black Pagan

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What you could use are probably Moghunter Plugins !!! They do all sorts of Crazy things.
 

gstv87

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I can think of a way, but it involves hacking the way maps are generated, and it requires a full refresh after the change is performed.... so, it would still lag.... and probably freeze the view.....
but, given that the data can be accessed, yes, most definitely possible.
I don't know about saving the result, though, but since that's also accessible, .....yes? (question mark?)

any errors or fine tuning to that system, could be fixed with eventing on top of the result.
 

CalebW

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Save yourself the time of creating thousands of maps to recreate, it will increase your filesize for unneeded reasons. The best thing I'd say you could do is set up a time system and then a variable that will change the tiles to the system game time.

So for instance, 60 frames are equal to 1 second our time and each 1 second it refreshes lagging the game down. So to do a proper time system without crashing or overhauling your game resources I suggest it's best to set your game clock to every 3600 frames you add a "1-second count" ingame or you could count it directly by minutes that way it mimics real lifetime, just not draining the resources. Then you could have let's say all mountains "decay" every 5 hours/days in the time system. Once that variable has been achieved, you can force an event on all tiles designated to that classification of mountains to "change tile" which is a command in the editor to be a different tile piece. Though you'll likely have to have the mapping changed with preset map build layouts. This will present a more realistic environmental effect on your world if setup in accordance with time. Either way its a task for sure.
 

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