I am a noob with XP and after spending a few hours have decided to build the game I have been trying to build with various engines over the past year. As such I already have all the map tilesets and sprites. I have over half the battlers but each engine presented a difficulty and eventually killed my project. With XP and the script system and some help I hope to finally finish it.
It is a monster raise/battle game similiar to dragon quest/pokemon. My goal is to have a side view battle system, storage, and a capture system. So far I see 3ways to potentially implement "capture" and to for "storage". I need some help deciding what would be the best and simplest so I can start building it. Any advice with which direction event or script (i am anticipating script) to use.
The first capture is to set up "mercenary vendors" where they sell the monsters similiar to the henchmen in Diablo2. Makes a set event occur when purchased to add to party. Either of the storage methods could work well with this I think.
The second would be to write scripts for inbattle to set it up in a manner similiar to pokemon. Use item percentage chance give a few conditions and add to party. Check for a switch when party is full or not and send to storage or party respectively. This would mean I use a computer/npc to handle storage.
The last way would be to use a quest system where the monsters are npcs that may join party after certain quests or areas are unlocked. When dismissed from the party they would reappear at a designated place until you ask them to join you again. Similiar to the Fallout 3 companions in a way.
I would like to have either the second or last capture method and the second storage but as I am new to the engine my biggest concern is which one will work and be fun too. Sorry if it sounds like I dont have a clue, just trying to figure out which of the methods I have tried before will be best in this engine. Any help is much appreciated and I hope this is in the right spot.. Please move if it isn't sorry if it is.
