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Author Topic: FFTA Mission Styled Gameplay  (Read 2982 times)

Offline Metal Shadow Overlord

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FFTA Mission Styled Gameplay
« on: July 13, 2009, 01:43:30 AM »
I want to make a game that has a system like Final Fantasy Tactics Advance, where you must complete missions to progress through the game and unlock new missions, but I don't know how it's done.  How do I go about making it so that it works this way?  I have pretty much everything finished (maps, monsters, etc.)  bit I can't figure out how to get missions to work the way it does in FFTA.
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Offline tekmansam

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Re: FFTA Mission Styled Gameplay
« Reply #1 on: July 13, 2009, 02:14:48 AM »
Quote from: Metal Shadow Overlord on July 13, 2009, 01:43:30 AM
I want to make a game that has a system like Final Fantasy Tactics Advance, where you must complete missions to progress through the game and unlock new missions, but I don't know how it's done.  How do I go about making it so that it works this way?  I have pretty much everything finished (maps, monsters, etc.)  bit I can't figure out how to get missions to work the way it does in FFTA.

Well, I am not exactly sure how you want to code it but this is done with switches and variables.  Talk to bartender and he has a job for you.  Finish job and it sets a switch or variable to "on" or "1" or some such.  Then next page on bartender event checks to see if the switch or variable is set to the proper value and then executes that page of the script, giving the next mission, or choice of missions etc.  This can get fun if you want to have multiple branches and job paths to go down but that's the basic gist of the code.  If you are still having problems with this one, send me a message and I'll see if I can explain it to you better.
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Offline Prpl_Mage

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Re: FFTA Mission Styled Gameplay
« Reply #2 on: July 13, 2009, 07:07:05 AM »
Like the man said.

When the "Storyline progress"-variable (as I'm now naming it for a bunch of reasons) increases - more missions appear.

Say you start your game.
The SP var is 0.
So have a page on that there Bartender where the precondition is "Variable : Storyline progress is equal to :0"
OR: Have a conditional branch on the bartender that the does the same thing. This could be useful for all of them sidequests. Have completing a sidequest activate a switch and then make the quest NOT appear if the switch is on.
Then add the choices of all the missions you can take at that point.
OR
Make a CMS map where the hero becomes a cursor and you make a list of all the missions in the tiles of a CMS map.

Either way.
After completing the Story-based mission you increase the varaible SP with 1.
Simple as that.
Then make the bartender a new page with the new missions for that part of the game. And after completing the story mission during the 2nd part - increase the varaible again.

So. Preconditions and/or conditional branches. You can probably figure it out.
Good luck.
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Offline Metal Shadow Overlord

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Re: FFTA Mission Styled Gameplay
« Reply #3 on: July 15, 2009, 06:08:40 PM »
Thank you both very much.  I haven't gotten a chance to try these yet, but once I do i will report back.  Thanks again, you've really helped me out here!
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