This week I am following up on “Gone Home” with a generative
exercise.
I’ve been playing
with ideas on how I can use found and triggered narrative elements that reveal
aspects of character into a new game of my own design.
The idea I came up with is an exploratory dungeon-delving
game, set in ancient Japan, borrowing feudal elements.
(Final Fantasy Style Banner Made in Photoshop... 121 seconds. :P)
Currently I am working in RPG Maker and hope to have some demonstrative elements up on Thursday.
Right now I am troubleshooting why my in-game text is so dark (I recently installed some tile sets, so that may effect it) and I am working on my "Lantern effect", which changes the size of the circle of light around the character.
Here's the eventing I'm using for lantern:
Added Lantern to Item Database. Lantern items are consumable and trigger the event "Lantern On"
Lantern On is a Common Event that issues the following commands:
Control Timer: Startup (0 min. 10 sec.) // Starts a ten second timer
Control Switches: [0004 : Lantern] = On // Triggers a switch
Show Picture: 2, 'maca2k', (273, 200), (100%,100%) Center, 255, Normal // Brings up my vingette graphic
// which changes the illuminated area around the player
I then made a parallel process to control how the timer and lantern behave based on the amount of time left on the timer.
Conditional Branch: Timer 0 min 9 sec, or less // Is there any time left? If there isn't do the following
Erase Picture: 2 //Delete the picture, there's no time left on the lantern
Control Timer: Stop // Stop the timer as there is no time left.
Else: // Do nothing
Branch End; //End This Branch)

No comments:
Post a Comment