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Simple HQ & Recruiting System WITHOUT SCRIPTS! (No screenshots) Version 2

Hello guys. This is my first tutorial. Here, I will explain to you how to make a basic 'headquarters' where you can recruit people and once you recruit them they will be there, and so you can change your party to add them in. Similar to Suikoden Series' system. It will have these features:
1- A base where you can add/remove party members
2- Additional floors for a specific character you unlock (Released on demo, instructions coming soon)
3- Recruiting characters
4- Requiring certain characters to recruit a character (Released on demo, instructions coming soon)
Hope you understand the tutorial, so HERE I GO!:

FIRST STEP...
The first step can be either complicate or simple -- depends on you.
Go to the Database and make as many characters you want-- remember to add a starting one which will be the main one that recruits everyone else. For this one, there will be 2 recruitable characters: Gloria and Hilda, and the Main Character will be Aluxes. More characters will be coming soon. Gloria actually gives you a task, and Hilda doesn't.

SECOND STEP...
Create your HQ. It can be a castle, a ship, a cave, or anything else. MAKE AN INTERIOR AND EXTERIOR!

THIRD STEP...
Put your characters in random locations around your game's world. You can choose two options when making them: To give them a quest before you recruit them, or to simply recruit them instantly. Don't forget to make two UNIQUE variables for each character. For example, when recruiting 'Basil', make the variable 'Basil NOT in party' and set it to, for example, 5, and also the variable 'Basil IN party' and set it to 0 and DELETE THE EVENT THAT YOU RECRUITED HIM AT

FOURTH STEP...
For each character recruit-able in your game, add the character's event in a room of your HQ. Then, set the event's appear-variable to "character NOT in party is 5 or above", and add then make the character say "Hey, what's up? Want to add me to your party?" or any other text you'd like, as long as it asks if the person wants the character in the party. Then, make the following choices "Yes" and "No". If it answers No, then end event. If it answers Yes, then add it to your party and decrease the variable "Character NOT in party" to 0, and increase the variable 'Character IN party' to 5, for example. Also, when making the command, tick off the 'Initialize', or else your characters' status will go down to level 1.

FIFTH STEP...
Right. This is the only way I thought of to remove characters from your party.
Add an additional event page to the character's HQ event, and set its' appear variable to "Character IN Party is 5 or above', and as an image, you can put anything you'd like -- a 'Ghost' version of the character, a stone, a box, a seat, anything. Then, make it say "Character is in your party. Would you like to remove it from your party?" and give the choices "Yes" or "No". If you say Yes, then remove the character from your party, and set the variable "Character IN Party" to 0 and "Character NOT in party" to 5. If you answer No, then leave it like it currently is.

Well, that's Version 1, I guess!
A demo of this system can be downloaded Here.

VERSION 2 OUT! New features -- Basil added to the demo and required Hilda in your party for him to join, and an additional floor after adding him (a dorm).
 
Nice idea. If I might make a suggestion....

In the HQ building, give each party member their own room. Then stick an event on the door such that, if the character belonging to that room is in your party, they appear in the doorway saying something like "Well, I'm worn out, I think I'll go catch up on some sleep".

Then the PC gets to say "Yeah, good idea, I'll call you if I need you" or else "No time for that, we've much to do!"

Basically the same as your "ghost2 icon, but it should seem a bit more natural in the game setting.
 
Thanks for being the first one to post after half a month =P
Giving each member its' room would be an option of the user of the system -- it's really not different, just put a door for each one and some corridors -- that can be done, with different mapping and that's all. Uploading new demo -- now with an unlockable floor which is unlockable by recruiting Basil which has also been added, and can only be recruited if Hilda is in your party, and with a dorm for the HQ. The tutorial will be updated soon, when this reaches 5 posts, but the V2 demo is already out.
 
This is actually alot like a system I made for a pokemon game I'm working on.

Except there's more pokemon, and it's a little more complicated as you must buy all the Pokemon but the concept is basically the same.
 
Try something like this:

Give each potential party member their own variable. Keep them in a block. So if you have ten possible characters with IDs 0 to 9 then you might give Variable 100 to 109 over to storing character experience.

then, when you park a character, you use the script event - it's just a one-liner
Code:
x = 1
$data_system.variables[100 + x] = $data_actors[x].exp
Only changing the value of X to the ID of the character associated with the event. This way the character's experience count stays in the variable. When you add them back into the party do the same thing in reverse
Code:
x = 1
$data_actors[x].exp = $data_system.variables[100+x]

Make sure you do it after adding the character to the party and not before, or else the exp value will get clobbered again.

[ OK, I know this is supposed to be script free - but I can't think of a way of doing this in events ]
 
DocClox, I'm a noob scripter, and it's actually meant to be script-free and it will be.
All you simply got to do is make 2 variables for each actor.
 
Lol =P It's alright.
Man, the worst news for me in RMVX is that they didn't add one essential feature for this system: Requiring BELOW a certain level of the variable for something to appear, for example... "Gloria" is a variable that defines if she is in your party or not... then, if it's 5 or above, she's in your party, and if it's 5 or below, she's not in your party... and doing that in only one variable. Darn it =/
 
Larynni":3ho4e8dt said:
Lol =P It's alright.
Man, the worst news for me in RMVX is that they didn't add one essential feature for this system: Requiring BELOW a certain level of the variable for something to appear, for example... "Gloria" is a variable that defines if she is in your party or not... then, if it's 5 or above, she's in your party, and if it's 5 or below, she's not in your party... and doing that in only one variable. Darn it =/

Why use variables and not switches? Why 0-4 and 5-9 instead of 0 or 1? There's definitely a trigger option for both on and off.
 
OMFG Larynni I love you man! lol I kept tickin around in the editor and lemme tell ya.. I think I lost progress lol YOU ARE A LIFE SAVER :O

OH I got an I dearrrr (lol) since this is what Im gonna be doing with the system anyway make it that you get like new room (as posted earlier by who ever that was) and also that new furniture or some troops or citizens start to appear in your castle too :O
 
But Antikythera, what about it when you haven't recruited 'em?
I think that doing like, the event which you can recruit the character requires no switch, and making 2 other event pages that require switch on-off putting nothing there maybe could do?
Maybe doing like, the same way I did now... 3 event pages, one that requires no switches and that gives you the option to recruit it, and 2 other pages with the switch on/off that do nothing which are for when you recruited it already?
 

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