- Screenshot for "The Nightmare Sword".
I do not take credit for the building models in the background, though I did do several tweaks to them. The sky, lighting, ground, and characters, however, are mine, as are all of the 2D sprites used to create this scene.
So it's been a while since I've posted any questions on here... thanks for keeping me so well-informed! I'm really excited about how my game is starting to turn out (haven't started the real coding yet, but I've gotten a lot of tips and my artwork is pretty good for a 2D game). However, I now come with yet another question.
In "The Nightmare Hour", the main story quest can only be played during a certain magical hour in the game which only lasts a brief spanse of time. When that "hour" (it's not really an hour, but in the game's time measurement it is) is over, your character can't proceed in the main quest - he has to wait until the hour comes again. There's a very large time gap between the periods of time during which you can play the main story. So, in order to create something other than exploration to fill in that time interval, I'd like to create side quests to complete. The biggest side quest would be retrieving items requested by other villagers. This event could take you across multiple .ged files depending on where the desired item is located. What I am wanting to know is...
1.How can I set it so that your character can accept a side quest
2.How can I set it so that when the character has accepted the side quest, certain aspects of the world change to allow the desired object to be found
3.How can I create an inventory screen (which will be brought up when the game is paused) that will include the item (and its graphic/sprite) AFTER it is retrieved
4.How can I set the game up so that when the item is retrieved, it will vanish from your inventory when you speak to the proper character, and you will receive the desired reward
I know that's a lot, but if someone could provide a tutorial or link me to a good one, that would be fantastic.