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Is there anyway to make tasks??

Hey. I am sort of a noob when it comes to RPG making. I have all my maps done, but how do I make tasks. Or when you go up to someone they have to complete a list of things before they can move on to a boss or something.

I really need help with this.

Thanks.
 
I'm not quite sure what exactly you have in mind, but the simplest answer I can think of is switches or variables-- as you finish a task, it turns a switch on or increases a variable, and then you use conditional branches to allow access to the next region.
 
The generic term for 'tasks' is 'Quests'. A quest can be as simple as, "Get me a beer", and as complex as, "Retrieve the 27 Shards of Shame, have them reassembled by a one-eyed leprechaun, cover them with peanut butter & shove them up the mega-evil dude's....    nose."
In either event (pun intended), the key is using switches or variables.

For example, you could have a variable called, "Shards Found". Each time you find a shard & pick it up, that event increases the variable by one.  The one-eyed leprechaun has an event command to check if the variable has reached 27. If not, he tells to go find more shards. If so, then he reassembles them for you. If you have a subsequent test to see if the shards have been reassembled, you can create another switch, or just continue to use the same variable & set it to 28.

Do a search on "Quest", and you will find a plethora of useful information.

I would also recommend a good beginner's tutorial. As far as I know, this one is still the 'gold standard'....

http://www.pcis-studios.com/ccoa/Chance/

Happy Gamemaking
 
Thank you guys for being so helpful.

But what I am talking about is, in my game (like many others) there are several other islands or other places and you have to go to several people and kill certain monsters or something like that. Then it will lead to the next one and that one will lead to another (etc) and then it will eventually lead to a task leading to a boss (after the defeat it will unlock the next island). How will I be able to do this without letting people go to the boss task automatically.
 
So if the character completes a task, I can make it so someone (on the other side of the map or another map) pops out of no where so the the character can go on??

I added the link you gave me to my bookmarks but is there any straight forward guide?
 
Not sure what you need here.  This is fairly basic stuff, and if you read the tutorial, it'll help you. 

However, since you have a specific question, I'll try and help out here:

So if the character completes a task, I can make it so someone (on the other side of the map or another map) pops out of no where so the the character can go on??

Yes.  Let's look at a simple one:

The Mighty Disco Demon Lord Gibb dwells in his glitter-studded island fortress of Fifteefower.  You want to go fight him, but you must cross the mighty East River to do so.  Poking around town, you talk to a guy who owns a boat.

This guy is an event.  (He's going to need at least two pages for this.)

The first event page has no conditions.  You talk to the guy, he says "I can get you across the river, but I won't do it unless you can prove that you're strong enough to fight Lord Gibb!  Come see me after you've killed six Villaj Peepul!"  You'll also want talking to him to turn a switch on that says "Talked to That Guy."

The second page has the condition "Variable Villaj Peepul equals 6 or above," and includes the bit where he says "Your Rockabilly powers are indeed strong!" and transports you to the fortress of Fifteefower. 

(If you like, you can insert another page between the first two, where he keeps track of how many Villaj Peepul you have defeated, but that's another issue for later.)

Anyway, you then have to go defeat six Villaj Peepul.  You can either have them be wandering around on the map, clearly visible, through events that only show once you've talked to the boatman, or just have Villaj Peepul in random encounters.

Assuming you pick the latter approach:  Include a battle event in any Troop containing Villaj Peepul.  This event would have a conditional branch that checks the "Talked to That Guy" switch, and if it's On, it'll add one to your Villaj Peepul count.  (You'll want to make this event run on turn 0, and only once per battle)

Now, whenever you face the feared Villaj Peepul, the variable "Villaj Peepul" will increase by one.  When it reaches six, you can talk to the boatman, and the Final Duel of Rockabilly versus Disco can begin.

Was that reasonably clear?

Or was that too seventies...?
 
Well, actually...

(edited to fix a boneheaded mistake)
http://i234.photobucket.com/albums/ee10 ... oFever.png[/img]

There's the first page of the event.

http://i234.photobucket.com/albums/ee10 ... Fever2.png[/img]

There's what he says if you haven't killed enough Villaj Peepul.  Note that entering \v[1] inserts the contents of variable #1 into the text-- he'll say whatever the number is.

http://i234.photobucket.com/albums/ee10 ... Fever4.png[/img]

Here's where we set the enemies on the map to include Villaj Peepul.

http://i234.photobucket.com/albums/ee10 ... Fever5.png[/img]

Here's the combat event that increases the number of the counter when you fight them.  There's more complicated ways to do this, but this is the simplest.  (As it stands, technically, if you escape from the fight, it'll still increase your total, but that's a minor detail.  You could set it so that you can't escape this fight, for example.)

http://i234.photobucket.com/albums/ee10 ... Fever3.png[/img]

And here's what the guy says when you finally defeat six Villaj Peepul.

Does that make things clearer?  (If you don't understand the cheap jokes, go to Wikipedia and look up Disco, Studio 54, and the Bee Gees.)
 

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