tushant.mirchandani
New member
This might have been asked before, so if it has been then feel free to lock / delete this thread after letting me know the previous solution to this.
I'm just about to finish my Game Design Document and I've been thinking hard about how to make my game fun while also telling a simple story without breaking immersion. I think I might be in a need of an "Event System". Allow me to explain:
Do you remember the very first Streets of Rage / Bare Knuckle where you could use a "special", the characters stop / pause, the camera pans back, a police car arrives and somebody shoots a bazooka at the enemies you're facing? How do you create such an animation or event in OpenBOR?
Not just for attacks, but a system like this that can work pretty much anywhere. It could be something as simple as allowing object sprites in the background to flash after beating a boss, or as complex as a particular NPC watching you brawl some dudes, but when you run past it and step onto a specified section of a map, that NPC runs towards you, does some animation (and possibly your character animates something back, as if interacting with it), then that NPC turns into a boss. Basically this kind of thing could be used to "trigger events" in-game, much like in RPG Maker XP but doesn't have to be exactly like it.
From a design perspective, this kind of thing would actually keep the player immersed in the game itself rather than constantly break the pace with animated videos (which would take a longer time to develop and increase file-size anyway. If I could figure out how to do any of that with little to no coding it'd be amazing (since I'm more of a designer / artist than a coder). Existing OpenBOR parameters are fine.
Also, off on a tangent but is there a way for me to "code features while learning" in OpenBOR via simpler scripts and ideas, rather than "learn everything first then code"? As I said, I'm not a coder (I don't know any of it), but I don't mind trying to learn it if it can help me.
I'm just about to finish my Game Design Document and I've been thinking hard about how to make my game fun while also telling a simple story without breaking immersion. I think I might be in a need of an "Event System". Allow me to explain:
Do you remember the very first Streets of Rage / Bare Knuckle where you could use a "special", the characters stop / pause, the camera pans back, a police car arrives and somebody shoots a bazooka at the enemies you're facing? How do you create such an animation or event in OpenBOR?
Not just for attacks, but a system like this that can work pretty much anywhere. It could be something as simple as allowing object sprites in the background to flash after beating a boss, or as complex as a particular NPC watching you brawl some dudes, but when you run past it and step onto a specified section of a map, that NPC runs towards you, does some animation (and possibly your character animates something back, as if interacting with it), then that NPC turns into a boss. Basically this kind of thing could be used to "trigger events" in-game, much like in RPG Maker XP but doesn't have to be exactly like it.
From a design perspective, this kind of thing would actually keep the player immersed in the game itself rather than constantly break the pace with animated videos (which would take a longer time to develop and increase file-size anyway. If I could figure out how to do any of that with little to no coding it'd be amazing (since I'm more of a designer / artist than a coder). Existing OpenBOR parameters are fine.
Also, off on a tangent but is there a way for me to "code features while learning" in OpenBOR via simpler scripts and ideas, rather than "learn everything first then code"? As I said, I'm not a coder (I don't know any of it), but I don't mind trying to learn it if it can help me.