Wandering an endless, featureless grassy plain for random encounters can get boring quickly. Sprucing it up with cliffs, ruins, overgrown paths and various flora will help an area feel like more than just a step on a player's journey.īy creating events, users can provide objects and NPCs for players to interact with, such as a treasure chest containing much needed healing items. In an improvement over previous entries in the RPG Maker series, events have four personal self switches, meaning users don't need to make separate unique switches for every treasure chest, door or NPC. With the proper event commands, more experienced users can create monsters that chase the player, traps to hinder and damage and puzzles that add more to a game than just endless battles.įor games that decide to go the traditional route of RPG by adding increasingly powerful weapons and armor as the game progresses, there's no shortage of default options and customization for each piece. Aside from just determining how much damage a particular weapon does, users can make weapons that inflict statuses, have elemental attributes, increase parameters like hit and critical hit rate, can attack multiple times in a turn and much more. Weve taken the original resources and modified them (when necessary) to work. Users can also dictate what type a weapon or armor item is and what classes or actors can use them. What has made it over however is a boatload of resources and graphical goodies.
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