need Help with a developing city

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Started by Neroxys 4 posts View original ↗
  1. Hello all I am looking for some pointers on a way I can make my city develop and grow as milestones are hit.

    A brief detail is my story is a digimon game based off the original Digimon World one Ps ONE TITLE

    you are a tamer sent to the digimon world to uncover the evil doings and return digimon to the city however in the PS One game the city developed over time when you recruited a digimon and I wanted to incorporate that into my game however unless I make the digimon recruiting a linear path (Which I feel is rather dull and boring) I see no way to actually have the city develop when a digimon is recruited.

    an example of what I want is; Agumon has been beaten and recruited so next time I go back to the city the item shop has grown a bit and is now accessable.

    when Gabumon is recruited the city will recognise that Agumon has already been recruited and now Gabumon is recruited so the item shop stays the same and now the city has an armoury.

    lastly gomamon has been recruited and this will create a river flowing in the city as Gomamon will be entrusted with fishing and other water stuff.

    I was going to just have various maps that had the changes but I have no idea how to incorperate it to have the recruiting a branching effect and not just a linear story of you defeat agumon first then gabumon then gomamon etc etc I want it to be about expoloring uncovering hints to locate digimon you can recruit not just be told where they are and go there.

    so if anyone can help me with a solution that would be amazing also points to any scripts or what not that may help me would be appreciated and if you need more information on what I am looking for you could just look into digimon world one city development or just aks me either here or a private message

    Ben
  2. Maybe have multiple sellers in the itemshop that appear upon switch activation, and having the different switches activate upon digimon recruitment. 

    Like when Gabumon is recruited, a switch G is activated, triggering the blue merchant to appear in the shop.

    Or you could use multiple versions of the maps, with the door-events having multiple eventpages with the different switches as conditions.

    But it is still possible to have exploration in a linear game where progression is Halted until you find x, we have no idea where x is, good luck and start looking.

    When it comes to looking into "digimon world one city development", I have no idea how you mean that is easily done. a quick google found various digimon wikis and youtube walkthroughs of some games, and neither was it in your recent posts or topics. It is very much easier to help or find out if you are able to assist if all the needed information is in one place. In a scenario where a person spends an hour looking up the information and only then finding out that s/he is unable to help out, such a realization would not be very fun.

    Not that I think I need more information about it.
  3. Thank you I understand what you are saying and I had not actually tried googling it myself so my apologies for maybe sending people on a wild goose chase.
  4. Depends on how many changes you have. If there aren't too many, you can just have identical maps. Then simply have a variable or switches as conditional statements for the events that transfer to the town. (ie. if variable = 2 transfer to Map 2.)

    Map 1: Basic town

    Map 2: Item shop upgrade

    Map 3: Item & Armory upgrade

    Map 4: Item & Armory upgrade & River.

    This solution only works if you don't have TOO many upgrades, because having 20 versions of 1 map will get a bit overwhelming. Also the upgrades would have to be done in a linear fashion. (ie you have to get item shop upgrade before you are allowed to get armory upgrade which happens before you get river upgrade.)

    You MIGHT be able to event in the buildings showing up... but that is a lot more convoluted.

    Goodluck!

    ~ Dinhbat