How do you make up a puzzle in a standard RPG? Since there's so little interaction (only a single button and choice between 3 options, 4 at best), it usually goes this way:
- get stucked and be given an obvious hint that you must find a way through
- find a random NPC who gives you an obvious clue you've never asked for
- go back to the place you were stucked at and get an obvious choice between use the obvious clue or do nothing
- flatter your own intelligence, while you've actually done nothing but run around randomly
What's wrong in there? It's that you get things incidentally; without actually being required to investigate, that's what I call a "self-unfolding game" - it's just a matter of clicking around until it works, even a dumb computer could do it.
Now what if you could give virtually any answer to a given riddle, rather than choose between X options you had not even imagined yourself? What if NPCs would wait for you to prompt them with a topic, and give you clues only in response to the appropriate one? Well, my Keywords System does exactly that.
Features
- Programming responses to keywords with the eventing system is as easy as: if selected keyword is LIBRARY, then say "This is where I work"
- Define your own keywords list, as well as those which appear by default - all the others require the player to input them manually at least once
- Players are automatically prompted with a list of most recent keywords to re-access them easily
- Keywords lookup may be restricted using tags so that players are only prompted with relevant entries
Screenshots
Download
Click the following link to download this script. Terms of use and instructions are provided within. Please credit me if you use it in your own project. A nice comment is always appreciated.
Download Keyword System v1.00 (222 KB)
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lo probare! =)
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