Charas-Project
Game Creation => Requests => Topic started by: ninji on April 02, 2011, 04:07:48 PM
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I need some help coming up with quests. I'm running out of ideas to use in RM2K3 without using a battle system (I'm not using one, yes).
These are what I have so far:
1) Reclaiming a stolen item from a bandit base. Requires stealth. If caught, you're beaten up and thrown out. Each time you lose 30 HP.
2) Locating and putting a stop to a fire demon. Stepping off the path gets you burned. Each time you lose 10 HP.
3) Rescuing an elf's grandmother from a swamp. The swamp is poisonous (duh). Each time you lose 3 HP.
4) Delivering medical supplies to an injured soldier platoon. The battlefield is riddled with landmines. Step on a mine, you don't lose HP, but rather a medical pack you have to deliver. Depending on the amount of medpacks you deliver, you get a higher XP/GP count.
5) Reclaiming food from a bandit's house (told you I'm outta ideas, this is like #1), requires... nothing really. Just go in and grab it.
6) Find the Emblem of Courage within a zombie-infested mansion (based on Resident Evil). Requires smarts, as well as maneuverability past zombies.
7) Solving a murder mystery, requires smarts.
So, anyone got any suggestions?
For reference: These are done by entering a mission center. You talk to any of the clients, and then you're sent off to a new area to fulfill the request. Usually, there's supposed to be some sadistic and twisted way of being able to fail the quest.
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thief open locks but need to find how to pick locks get the skills from a lock smith
Pick Proof Your Locks. try and keep the bad guys out for your safe and in order to this you to make 2 locks one on your save door and the 2nd one on the floor of your save
but if the thief's does manage to pick your 1st lock, when they try to open the door they will still find it got a locked floor and will make it not only lock-pick proof but almost trespasser proof! ... Need a Locksmith help to make a key to pick any lock but you need to find the blacksmithing tools as some nicked them off him you can use one of the tools in your murder mystery ? as only the blacksmith can make the key for the floor
all so you need help from some one who nows how to find clues to the murder mystery ? the sheriff of the town
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I completely forgot about this thread. Whoops. Well, bumping it back up cuz I still need it. If that's not allowed for whatever reason, feel free to slaughter this thread.
As amazingly late as this reply is, that doesn't sound like half a bad idea. I have no idea how I'd go about implementing lockpick-safety, but the picks themselves... I can ghetto-rig it.
Any other ideas anyone? Remember to make them painfully hard. ^.^
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Disarming a bomb with a 5 digit code. You randomize the code each time and use the modolus thingy to display the numbers of the code at different locations.
So you have the bomb, you hunt down the digits that are written on stuff and then you insert them to disarm it.
To make it a little bit harder you don't mention what place the digits you find are. You could put some hints like "next to the second digit" or "not last".
Digging time. Create a large map that looks like some place where people like to dig. Create one event there which - when pressed while upon gives you a "Tap the action button!" message, after pressing enough times you unearth a treasure or something lost. To make it a bit easier you can place events around this event that display messages such as "The ground is getting softer around here".
After digging it up, move that events location to some random X and Y variable(inside the map boundaries of course). And then you move those "around-events" like the same X and Y coordinates but x-1 and for the next x+1, y-1, y+1. They'll all appear just next to it like that.
Fishing / any other timing event. You need to press the button at the right time or you'll get screwed. Too soon and there is o fish on the hook. Too late and you lose your bait. Just right and you get a fish.
Easiest way to do this is have a paralell process increase a variable amount by 1 every 0.5 second or so. If you press the action button while it's 8 - you get the fish. Before 8 and you get nothign. After 8 and you lose bait. You could also have some kind of "fish-event" that changes appearance depending on the value of the variable.
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Assassination quests are always fun.
Figure out some interesting, open ended ways to make some "accidents," or neat ways to make stealth necessary, like guard dogs.
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@Prpl_Mage
Hm... I like your ideas. The digging one sounds possible, but I'd need some help on the variable movement, and the "tap the action button" sequence, since I still don't know how to use them. It can be done in a simpler way, by only tapping the button once and you dig it up, but that's a lot less exciting...
@fruckert
I've done stealth scenes before... But never got the idea of an assassination. Yeah, I'll give that a shot.
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(http://i51.tinypic.com/11vlcg7.png)
I tried to explain but it got a bit messy... So I'm posting a pic. The left side is the relocator. A switch is turned on when you dig up the treasure which in turn turns this thing on.
The X and Y variables in this get randomized to any area within the digging site (X:1-13, Y:2-12). Then you move the actual treasure to that point. Now starts the fun part.
We want to move the event to the left of the treasure which says "You're really close". Since it's supposed to be to the left of the event - we decrease the X variable by 1. Move this event. To the left of the Left event we want another one that says "You're getting close", so we decrease the X variable by 1 once more and move the event. It will be placed 2 tiles away from the treasure but one tile away from the Left event.
Since we also want an event on the right that does the same thing we add 3 to the x variable. It's now 1 higher than the treasure which means it's one tile to the right. Move this event to that location.
Rinse and repeat.
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The quick press (or simply a "press enough times") is kinda easy to execute, as seen on the right. There is a paralell event that always checks for a key to be pressed. And this key is the action button.
Once the action key is pressed - you increase the value of a "score" variable. And when this variable is equal to or greater than : whateverlimityouwant - you get the treasure.
Since the event is a parallel process the value of the "key press var" will return to 0 when action key (5) isn't pressed.
Let me know if you need more help with this.
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Whoa, thanks. That actually looks pretty easy. Sure, I'll give it a go and let you know how it works out. Still gotta do the area design, but it wouldn't hurt to try it out in a test map.