Meowskivich wrote:Tis noble enough, but how will you handle game overs if there's no scripting? That's the only way to have a proper game over screen, and in tradition in DQ games you restart from your last save area with half cash.
But yeah, how you handling game overs?
http://rpg.hamsterrepublic.com/ohrrpgce ... he_game%3F
It explains how to do it without plotscripting on the wiki.
However, after the game ends, since there's a lot of side quests and the player may have missed some, the game will have a prompt, asking if they would like to enable the
debug menu as a gift for beating the game or continuing on and finishing up the quests. In a sense, the main quest could be thought of as a large side quest. All the side quests are completely unrelated to each other.
Besides, I wouldn't mind having the towns people act differently after the main villain has been dealt with. Most games don't introduce that type of character interactions where various NPCs would thank the player for their valiant efforts. Does a game really have to end? Of course, a TAG would turn off most of the random encounters, as the monsters were created by the main villain in a sense, but it does make it easier to explore and find all the hidden secrets and items. So in your next play-though, you can find those secrets with random encounters still there.
The game is not a copy of DW/DQ games, this game is only inspired by it. All the monsters are unique, the main villain and backstories are unique. After I release it, anybody is free to play around with the elements and if they wanted to add more DW/DQ elements, they can. For people new to making RPG games, this can provide a good starting point for someone elses first adventure. An entire world map already exists, along with towns. People can easily experiment with adding new areas, new towns, and changing the entire storyline if they like. Some people are great creative writers, but lack the ability of either map making or creating graphics. This gives people with just the ability to write a fantasy story to create something and see where it goes. Most sample games with OHR have really complex tilesets and scripting, making it difficult for a newcomer to play with then engine effectively. I tried to create a game using the Vikings tileset, and it was confusing at times on how to piece things together to make it look as good as the real game. Actually taking Vikings and modifying it into something different also requires a steep learning curve, as the scripting can get rather complex. I admit, it's a great game to showcase what the engine is capable of, but it's not really a game someone new to this type of thing should be tinkering with. I believe when I first tried to learn the engine back in 2001, I attempted to take apart
Wondering Hamster only leading me to distress due to lack of accessibility for modifications. It's hard to mod a game that's heavily scripted and already contains a complex story. Take doom for example, the modding community behind that is vast, as it's super easy to mod, there's barely any story line, and can be easy as just creating a new level. I'd like to see OHR more accessible to people, people who are passionate about RPG games, but lack specific skills to start out. Both the engine and editor for OHR are very amazing, and I'd like to share that with more people.
Sorry for the long-winded response. In the future, I may use this game as a basis for a REAL DW/DQ type game, full with features from the original games. This project has tempted me to do that, and with scripting, I can see it turning into a wonderful game. Hopefully I don't disappoint you with this game, but it should give you a taste of what project I may create later this year(
I haven't confirmed it yet).