In Part IV of our exploration of RPG Maker MV, we created a jail interior for our game Mists of Tongass and set up the main quest and its resolution condition. Our hero, Lucius York, must somehow raise 1,000 gold pieces to spring his grandpa from debtor’s prison. To do this, we’ll eventually create another quest. Before then, however, we have to create some low-level enemies for Lucius to fight.
Previous versions of RPG Maker came with several dozen premade enemies, but there are only four in the latest version: Bat, Slime, Orc, and Minotaur. These don’t fit the quest I had in mind. So, to start, load the Database Editor (gears icon), and click on the Enemies tab. This displays all possible enemies in your game. Click “Change Maximum” and increase the number to, say, 10. Select 0005, which displays a blank enemy with default stats.
Call this enemy “Giant Rat” and select the Rat picture from the default list of images. You can change the image hue, in case you want a red rat, for example, but we’ll leave that alone for right now. Increase Attack and Defense to 20, and Agility and Luck to 30. M. Attack and M. Defense refer to the creature’s ability to attack with and defend against magic, but these rats have no magical abilities. Finally, under Rewards, change the EXP and Gold to 10. EXP is the amount of experience your hero gains from defeating an enemy.
In Part III of our exploration of RPG Maker MV, we created a town for our game Mists of Tongass, added a few interactive townspeople, and learned how to enter and exit building interiors. Just to recap the game’s plot, our hero, Lucius York, discovered a letter from his grandpa explaining that he had been arrested for owing rent and sent to debtor’s prison. Today we will be designing the interior of that prison and setting up the main quest.
RPG Maker MV comes with several dozen premade locations, but a jail is not one of them. We’ll have to design our own. The weapons shop interior provides an adequate template. Right-click on Forest Town in the map list, then “Load…”, and then select “Weapon Shop.” You’ll notice a new map pops up at the bottom of the list, identical to the Weapon Shop interior you already have. Select it and press the space bar to edit its general settings. Just change the name to “Jail” for now.
In map editing mode, right-clicking on a tile clones whatever is in that tile–convenient for painting over scenery. Click on an empty floor tile and simply paint over everything in the room except for the walls. Now, because a jail usually has sturdy walls, pick the gray stone wall from tileset layer “A”. Every wall has a top view and a side view. The lighter shade is usually the top view. Now we have a plain, depressing-looking jail.
Add jail cells by painting three vertical walls extending down from the back wall. While doing so, it’s important to keep in mind perspective. Walls are two tiles high, so you have to extend the jail cells to give the prisoners enough room to wander. Each cell should also be three tiles in width. Why? Because one tile will remain open for the entrance–that’s where the cell door will go.
I love Paradox Interactive’s historical strategy games like the Hearts of Iron series, Victoria, and Crusader Kings II. Built on the same game engine, Stellaris is something different–an open-ended space exploration and empire-building strategy game. Unlike Hearts of Iron and Crusader Kings, which are confined to a familiar geographic space and time, Stellaris allows you to explore and interact with a multitude of species in a randomly-generated universe. Its randomness adds to the fun, but its open-endedness, well, gets kind of tedious after a while.
Stellaris starts out strong. The initial game play, in which you can choose one of several default alien species (including humans), or create your own, is full of promise. In fact, creating my own alien species, then plopping them in an uncharted universe, is what I enjoy most about the game. You have so many options to choose from, including Humanoids, Mammalians, Reptilians, Avians, and well, you get the idea. The problem is, other than changing the appearance of your population, ships, and cities, species type doesn’t seem to have any affect on the game.
When you start a new game, your species is confined to its home world with a small fleet, a space port, science ship, and construction ship. You begin by researching basic technologies and using your science ship to survey the solar system, hopefully discovering resources on planets and moons, or discovering and researching anomalies (which give bonuses depending on the nature of the discovery).
How you interact with other species is largely determined by your government type and ethics. If your civilization is fanatically pacifist, for example, you can only fight wars to defend yourself or your allies. You can be xenophobic or xenophile. A xenophobic civilization is allowed to purge and displace aliens from planets and enslave them. A xenophile civilization has better relations with other species and benefits from migration. You can set different rights for different species in your empire.
In Part II of our exploration of RPG Maker MV, we set up a “plot instigator” for our game Mists of Tongass. Our hero, Lucius York, discovered a letter from his grandpa explaining that he had been arrested for owing rent and sent to debtor’s prison. Most importantly, we learned how to create and edit events. Today we will be creating and fleshing out our town.
I don’t have time to create an entire town from scratch, but thankfully RPG Maker MV comes with several dozen premade locations. I chose “Forest Town” for the town exterior. Every building our hero will walk into needs an interior. Thankfully, there are premade interiors as well. You will need a Weapon Shop, Armor Shop, Item Shop, Inn, Tavern, and Jail interior at minimum. Oddly, there is no premade Tavern or Jail interior, but we’ll get to that later. There is also a magic shop on this map, but we won’t need that right now, so I will erase the bridge leading to that side of town.
How does our hero get from inside a building to the town exterior and vice versa? RPG Maker MV has also made that simple for us. RPG Maker provides several common events used frequently in a game. In event editing mode, simply right click on the map and scroll down to “Quick Event Creation.” The two we are most concerned with here are “Transfer” and “Door.” While in the York House, right click on the center tile at the bottom of the map and insert a Transfer.
A dialogue will pop up asking you to chose a location on the map. This is where our hero will exit the building.
In Part I of our exploration of RPG Maker MV, we created a game called Mists of Tongass, designed its main character, Lucius York, and a starting location, his grandpa’s house. Today we’ll be building our “plot instigator,” an event designed to kick off the adventure. Our main character will set off on a quest to complete this event, which will touch off a chain of events and gradually more difficult quests, etc.
Events are required to do virtually anything in RPG Maker MV, even something as simple as open a door or chest. You can think of them as tiny programs inside a program. They range from something as simple as picking up an item, to a multi-page event having far reaching consequences in the game. Every event has a script that tells the program what to do.
We’ll start with something simple. First, switch to “event editing mode” by clicking on the button that looks like a little red chess piece. Then, double-clicking somewhere on the table, create a new event and chose an envelope as its image.
I want a dialogue box to appear with Lucius’ thoughts as he reads the letter, then another for the letter’s contents. You do this by double-clicking on the black diamond in the Contents window and select “show text.”
You don’t need to show a face with your dialogue, but it helps the player know who’s speaking. Now, I’ll type in “Hm, grandpa left a letter…” and click Ok. Try not to type past the thin vertical line on the right hand side.