2011-07-09, 09:28 PM
Hi there sirtuftcat and definitely welcome to the forums :) It's great that you're thinking of making a game; I love seeing different people's visions come to life.
There is actually a way to track what the player has equipped to a certain extent (by giving equipment unique stat boost), but it's a bit complicated so I wouldn't worry about it starting off.
Some tips off the top of my head:
I would start by making a smallish simple game. As with all game makers, it's easy to get burnt out before you finish if you try to make a huge, epic adventure. If you start small and finish, you can always add more 'expansions' to your game later.
Leave several empty spaces between Items in the Parameter Editor. Items appear in the player's inventory in the same order they are listed in the Parameter Editor so it's a good idea to put keys and maps (items the player will use often) together at the top of the inventory. If you leave spaces in the Parameter Editor, you can add keys etc later and have better control over their order in the player's menu.
It's a good idea to have one map as an 'event template'. In SoM, you make stuff happen by creating an "event". You will usually have events that need to be on every map (like Verdite's 'healing bottles' setup). If you make one empty map that has all those 'universal' events, you can copy (with events) and build your new map on the copy. That saves you having to repeatedly enter long events manually.
There is actually a way to track what the player has equipped to a certain extent (by giving equipment unique stat boost), but it's a bit complicated so I wouldn't worry about it starting off.
Some tips off the top of my head:
I would start by making a smallish simple game. As with all game makers, it's easy to get burnt out before you finish if you try to make a huge, epic adventure. If you start small and finish, you can always add more 'expansions' to your game later.
Leave several empty spaces between Items in the Parameter Editor. Items appear in the player's inventory in the same order they are listed in the Parameter Editor so it's a good idea to put keys and maps (items the player will use often) together at the top of the inventory. If you leave spaces in the Parameter Editor, you can add keys etc later and have better control over their order in the player's menu.
It's a good idea to have one map as an 'event template'. In SoM, you make stuff happen by creating an "event". You will usually have events that need to be on every map (like Verdite's 'healing bottles' setup). If you make one empty map that has all those 'universal' events, you can copy (with events) and build your new map on the copy. That saves you having to repeatedly enter long events manually.