gegerlan / aog

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New Area with events #129

Closed darkos619 closed 12 years ago

darkos619 commented 12 years ago

Kinda new to this whole thing so sorry if i'm not going about things in the right way.

Anyway I've added a new event at the 1st bumble woods area which just says where the new area is abouts and shows 2 of the characters.

I've added a new area on the world map just at the fields at carthage to the woods it isn't highlighted on the map and I am hoping to keep it like that so its like a hidden area but if you want it can be changed.

Next is the hut area I might give it another look and change later as I know it doesn't look very good the door to the hut is locked unless the event at bumble woods has been seen.

Then I've done the inside of the hut which has the events in with quite a few options to pick and is the start for things later.

Then I have a basement done as well but this has no events or story yet.

And thats it i hope this is good stuff for you.

gegerlan commented 12 years ago

Hi, well a couple of administrative things first.

When you write a commit message, don't enter things like "test" or "test2", since it doesn't mean anything. Try to capture what you've done, and wish to share.

E.g. 30ce9d8 could have been written as

Adds the initial maps for a new event area.

Near the entrance to the slime caves, the player can now take a turn heading north on the world map (45) and find themselves outside a hidden hut (Map238). The hut is the home of Lizzie and Noel, and isn't visible on the world map because [...and so on..]

I've updated map 33 (_Bramble Woods junction [KTS]) to have a cutscene if the player exits to the south after visiting the shrine (S39=ON). The cutscene will trigger S445, and make it possible for the player to enter the hut on the new map.

Switches used: 444: Tranced - [description of usage and trigger] 445: Seen Noel - ON if the player has seen Noel at the bramble wood junction (Map33), otherwise OFF. Required to gain entrance to the hut (map 239) from map (map 238). 446: Forced Tranced - [description of usage and trigger]

This is important since this is the way we store history of changes in the game, i.e. if someone wants to know what has been changed in the game, they should be able to get this information from the commit messages.

It should also help other developers, so if you can, please provide description of the intent and usage of switches, variables, maps and characters. E.g. why you're using them for (or intend to use them), and what will cause them to change. This will help people who want to create content based on your work, or if someone needs to fix something, they don't have to do so blindly.

When it comes to creating events and maps, a couple of things is to note.

I personally try to have transport between maps, so the player can press the arrow key in the opposite direction they used to return to the map they we're previously on. Example: If you enter the north part of Dali from the south map, to moment you enter the map you can press the down arrow key to return to the previous map.

Another thing is the triggers. In bramble woods you have one trigger in the middle of the road, forcing the player to walk over one specific spot to have the scene play out. A better solution could be to either modify the existing transport events that you can find at the bottom of the map, or recreate something similar (several events linking to one event containing all the logic).

Otherwise, it looks like a good start and I've merged the changes you made in 30ce9d8 to my main branch.

Thanks!

gegerlan commented 12 years ago

I've also dedicated maps 241-251 for any further expansion/need you may have.

darkos619 commented 12 years ago

Ok thanks for all the advice I'll go back and change the things you've said to improve them in the next update.

darkos619 commented 12 years ago

I've added a new commit to my fork is this more what you want and is there anything else I should add to it for next time?

gegerlan commented 12 years ago

I think you got the basics down by detailing what you've done, and why you've done it. That's the most important aspects of a good commit message. I think it was especially good that you detailed how and why the perversion variable was modified.

I don't know how much work you put into writing the message, but remember to phase yourself, and don't get burned out by just writing commit messages. If you find yourself spending too much time (or dreading) writing commit messages, try to simplify the process to bullet points or short summaries.