How To
Save the World
Part Two
In Part One it
was pointed out that the general plot starts with an initiating event, and then
one thing leads to another, leads to another, etc. I hate to sound repetitive,
but that is really the important concept to understand when making an RPG. I
have used my game as an example for a plot, and now I will develop it further,
Once again, this is only one example. Your RPG will, as it should, be much
different from mine.
We left off with
Dominick and Ky arriving at the Diamond Castle Grounds. Dominick is carrying a
message he must deliver to the King. When they come up to the front of the
castle, two very large guards greet them and prevent them from entering until
they see Lewis’s message. Guard 1 then reads the message. Seeing the good
general’s handwriting, he summons a steward to come forward and take the letter
straight to the king. He still will not let you into the castle.
Despite this
minor setback, you can easily go around back and climb the gate into the
courtyard. Ky stays behind to distract the guards. Once you are in the
courtyard, a figure comes out of the castle door, yelling at people behind him
that he wants to be alone.
He is a young
man, some time into his twenties. In one hand he has the message you brought,
and in the other hand he holds a golden crown. Try and guess who this guy is.
Yeah, he’s King Aetre, and he’s a little tired of all the people coming to him
lately asking for help and advice. When he sees you, he introduces himself and
asks who the heck you think you are coming into castle grounds with a bow staff
and all while not having permission. He asks if you are a friend or foe. Answer
“foe,” and he doesn’t believe you, since you haven’t attacked him yet. So try
again and answer “friend.”
Then he asks you
where you’re from. Once again, he’s not letting you out of this conversation
without getting the answer he wants. At length, King Aetre knows about what
happened in Club Town now, thanks to your letter, and he’s sorry. He tells you
he’s actually making good progress in the war, and his army has had some good
victories lately, like that in a place he calls the Heartland. And he promises
he will retake Club Town… as a point of honor, since there’s nobody left in the
area to fill it.
In the mean
time, the King says, you look like a person who knows the northern regions of
Aetre’s Island pretty well. So he asks you to do him a favor and partake on a
mission to get something called the Flying Emerald. He doesn’t know
exactly where it is, but it’s in some place called the Clubland Temple
(take-off on Legend of Zelda: Ocarina of Time’s Forest Temple) in the
Northern Woodlands. And keep it a secret from everyone that you are searching
on behalf of the King. Why? There are two equally ranked head knights in the
King’s court, and they fight continuously over which of them is more qualified
for every single mission King Aetre gives them. Aetre would rather not involve
them in this assignment. And it would only make both knights angry if they knew
such an important mission had been given to an inferior officer or civilian
instead. To keep the peace, he prefers to keep this a secret for now.
Aetre shows you
out the front of the castle, where Ky is currently juggling fifteen balls in
front of about twenty castle guards, all thoroughly distracted. The King
instantly hires her as court jester. Now both of you have full access to the
castle at any time you like. The King gives you each a medal that will act as
your passport into the castle.
Ky does not want
to go to the Clubland Temple with you, but she tells you where she thinks she
saw a trail back in the woods where the ninja camp was. While you are in the
dungeon, Ky will remain at the castle fitting into her he job as jester. It’s
time to tackle the dungeon.
*As long as it
took for my game to get to its first dungeon, many games take considerably
longer to get there, especially if there aren’t that many dungeons in the game.
As in most cases, my hero enters the dungeon because he is in search of
something. Other possibilities include the hero trying to help a friend in
need, kill a specific enemy, discover a secret, or lift a curse.
The Clubland
Temple sits in the Northern Woodland down the exact trail Ky pointed out
earlier. It starts with a rope ladder that leads into what seems to be a
treehouse. Once up the ladder, you see that you are really in a sequence of
treehouses joined to each other by rope bridges. Step forward into the giant
treehouse beyond the entryway you started in.
I will now
refrain from discussing my game, and instead I will go over the instructions on
how to make a good first dungeon. First, you should open with a mediocre
dungeon setting. Remember, you want to save your scariest, most complex, and
best designs for later. This, of course, does not mean you should make this
dungeon suck terribly. Put in some good theme music, preferably something
mysterious.
Second, the
layout of a dungeon is similar to the plot; one room leads to another, opens
the door to another, leads to another. And ever room must have a purpose;
either it must be the central room, or it must contain a puzzle or enemy of
some sort. Use all of the space in the dungeon and you won’t waste valuable
time programming the game.
Usually the
layout is such that some rooms are opened and some rooms cannot be accessed.
Either these doors have a lock on them, or as in my case, they are currently
out of reach.
The hero must
then go into one of the accessible rooms and navigate from one room to another
by defeating enemies and solving puzzles. In the first dungeon, these will be
fairly easy. At the end of a sequence of rooms is an item. It might be a map of
the dungeon, a piece of a puzzle, a key to a door, or something else; be
creative. In my dungeon, there are levers which, when pulled, release a section
of a ladder in the central room. Once all of the levers are pressed down, the
ladder will be complete and the upper rooms can be accessed. And in the upper
rooms, I will have a sub-boss, a weapon (crossbow) as a reward for defeating
the sub-boss, and several puzzles that require the use of the crossbow and
which introduce the hero to basic items in the Temple, such as vines he can
swing on. If there are any such items in your game that you plan on using in
more than one dungeon and are fairly simple, you should introduce the hero to
them in this first dungeon. The same goes for any basic enemies you plan on
including later.
At long length
you reach the boss chamber, and on defeating the boss, the hero receives an
award, usually an item he cannot use, but something that proves he has defeated
the dungeon (a medal, jewel, trophy, mushroom guy yelling “the princess is in
another castle,” just to name a few possibilities).
Another
important consideration is the game’s subquest, and if present, it always
starts in or around the first dungeon. A subquest is the search for an item
that shows up many times in the game, and when the hero collects a certain
number of them, he receives an award for it. This is purely an extra, and not a
necessary element, but it can add to the time spent and intensity of gameplay
involved.
If you do not
want a subquest, you have to increase the length of your dungeons to make up
for the missing side element. Personally, I recommend you have a subquest, even
if it is a small one.
With that out of
the way, you can create your introductory dungeon. It can technically be as
large you like, though your first should be the smallest in the game. Now we
are ready to look at the dungeon villains. Here are some of mine:
Pea Shooter:
Little figures in the corners of a room that shoot pebbles at you. You can
easily strike them with your bow or throw a star at ones in the ceiling
corners. Just watch out as you enter a room to make sure these creatures do not
ambush you.
Shrubbish: Shrub
that turns its leaves into spikes when you get too close. Then it spins at you
in attack. It is vulnerable if you strike first, even when its leaves are
spiked. But be careful! It is not long before the Shrubbish regrows its leaves
and comes back to attack you. In this respect, this enemy can always recover
and is therefore invincible.
Roacher: A giant
cockroach that tries to run at you and bite. Simply hit it once with your bow.
Strider: Giant
daddy long legs spider that shoots venom at you from across a room. It takes
three hits to destroy this enemy.
Swarm: Large
group of red ants that can overtake and destroy you. You cannot kill these
ants; just stay out of their way, don’t make them angry, and remember, they
cannot cross a body of water, so you are safe as long as you stay on your side
of the lake, as it were.
Sub-boss: King
Roacher. This animal is a giant Roacher, and he is easy to beat, but takes ten
hits to go down. In that time, he calls on several other Roachers to come and
help him. Try and avoid these other Roachers and only attack the king, since he
is the only one that matters. It is a good idea during this battle to use your
bow staff instead of your hand and foot movements, because the bow has more
range to it. You could also use stars here, though they only inflict half the
damage of the bow.
Boss: Giant
Swarm. This swarm of bees works to form the shape of a fist, a gun, and a target,
the three shapes alternating. Gee, guess which two you’re supposed to dodge,
and which one of the shapes you’re supposed to shoot at with your crossbow.
When you hit the target five times, the swarm scatters, and you are continually
stung by the cloud of bees. The solution is to shoot the five target blocks on
the far side of the room. Each one releases a cap on a giant aerosol can in the
back of the room. When all are released, hit the red button on the wall (with
your hand) and watch as the insects fall prey to insecticide foam. The foam is
caustic to you, too, so stop the flow of the spray when all of the bees are
dead. When they indeed are, you may step into the next room.
There you find a
tiny green hummingbird, fluttering away in a birdcage. Congratulations, you
have found the “Flying Emerald.”
Thus ends the
first dungeon of my RPG.
Next
time, Part 3: Out exploring.