Progress Report: Skit and Map Stuff


Apologies for the lack of updates, been busy trying to catch up on video reviews and other real-life events. However, in my spare time, I've been polishing the Skit System so that it functions without issues and also creating more maps for Cambio. Let's go into more detail.

Skit System

Following up on before, I needed to make sure that skits would come up should the variable for skit names contain an actual name that matches the conditions when called. Before, this meant having an Event on each map, but that would have complicated things. Before, each page would flow into another until it ran out of skits for the area, however that gets messy when the skits change the variable to "N/A" (which keeps skits from appearing) but it ends up activating the parallel event to load the next one. Not to mention, I still have another event that exists to enable skipping upon pressing "Enter" and that tends to cause a pause due to what goes on. So, this was my solution;


On each map, there will be this Event, which will only be active if both switches are on. Skit Switch is active whenever one isn't doing anything or interacting with objects and NPCs. This same switch is also needed to initiate other parts of the skit system. The second switch is generally turned on with the same common event used to turn on functions after being turned off during other events. It turns itself off after it calls for the common event to check for viewable skits, and is only brought back after an action or after talking with someone. When turned on, it briefly makes the Skit variable 'N/A' before calling another event.


This, like the master skit list, will serve as a trigger list. Depending on where you are in the game, switches will flip to determine if any of the skits will play, based on the name and where the "SkitsList" variable is at. For Dalry, the first one is set to 0 by default so that it will store "The Dream" into the "SkitName" variable. Because Skit Switch is on at this point, it will cause the prompts to start appearing and allow you to initiate the skit. Now, I will be reorganizing this a bit as priority should go to story skits and whatever random skits associated to that area if they come up. Afterwards, skits that aren't tied to an area but have conditions that can pop up wherever and whenever. Lastly, Nav Skits will be on the low end of everything and come if no other skits are loaded. While I do intend to rework the quest page to where it has the story synopsis (that can keep track of what you're doing), I would like to still feature skits where a character helps point out where to go.

Cambio Maps

Besides from making tiny adjustments to the maps I've already completed, I started working on interior maps for the buildings you can enter. At the moment, this only extends to the central area, which has the Inn, Armory, and the Schoolhouse.


There's also the one 'normal' house you can enter that I need to make. I'm debating on whether you can enter the straw houses in the farm area, since that may be determined by whether or not I have the appropriate tilesets to match. Not like I've been able to properly match the wooden interior with the outside for everything, or have the right dimensions. With RPGs, it is true that interiors end up bigger than on the outside, but part of me ends up trying anyway. I will be more conscious about the limits I have and go a little out of bounds, within reason.


I also decided to make one more exterior map, which can serve as an alternate exit (again, I would like to implement a World Map to the game), and also add a bit of flavor to the world. This residence (which 'may' get an interior map if I can find the right tilesets) has a large pig pen that is used to host local wrestling events. Particularly popular among beastfolk given their ancestry. I don't know if I can include a wrestling mini-game in here, but I am considering a side-quest at the very least.

Wrap-Up

Once I get the last maps done, I'll take time to go back and rework some of the older stuff to take into account the change in the quest menu and when it becomes available. Afterwards, I'll return to Cambio and start spriting new NPCs, attempt to sprite an object for the farm area, and then start making story events.

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