You could also use variables to determine what the goal of the level would be.
For instance, you could have one map appear during one run as an early floor with weak enemies and an earth themed tileset, but then on another run, the map would re-appear much deeper in the dungeon with a dark volcanic tileset and stronger enemies, plus different rock and ore placement. I figure, you could have some pre-set floor designs, and then another set of maps that are randomly rotated, and their tileset and enemy parameters are assigned through randomized variables. I remember seeing some repeat floors and floor layouts. I'm pretty sure not all of the first mine in Stardew is randomly generated. I think it would be a mix of set floors and random floors. Heart events would trigger based on map specific variables.Īs for the mine. Anyway, please enjoy this 37 minute masterpiece as we delve into the depths of my psyche. I haven't even posted this video, and I already regret making it. Can't quite remember which ones, but you should be able to google search for them. YouTube Video: Translation Engine Plugin - RPG Maker MV. If not, I do remember seeing relationship systems from a couple plugin authors out there. It might be entirely possible to do them with events. Assuming you can check time, or store it in a variable to be checked, you can then use the different time elements to trigger seasonal events, or what villager is doing what, where, and when. You could probably even do those with events if you're creative enough. Next, I think moghunter has time/day/week/month/weather systems. You might want to do some early testing and impose some limits if it becomes too much for the game to handle. Not too sure what performance impact you'd have from having tons of event based harvestables and props in one area though so. There's probably a more efficient way to do it though. The counter could serve to ID each spawned building event, linking them to the respective map. Then you'd just run a variable counter that increases by one each time a new building is placed. My first thought was that you could just impose a rule of limiting the number of spawnable buildings at your farm and then creating a set number of empty maps for each building type. Stuff like fermenting and smelting could apply here but you'd either need a way to have the event check which crafting item you're actively holding so it can play the proper interaction, or you could take a simpler route and just call an item selection screen.īuilding placement might get a bit more complicated since they involve moving to different maps, each with their own set of built-in and spawned events. You'd probably want to take some time to edit the UI to make it look a little fancier though.Įvent spawners could handle stuff like furniture, crop, and animal placement. So that kind of takes care of character creation. So right off the bat, SumRndmDde has a character creator plugin. It might not turn out as customizable or robust as Stardew, but here's some of my thoughts on it.
Creating a Stardew-type game in MV is something I've been wondering about as well. I know Harvest Moon style games have been made before in RPG Maker (ie World's Dawn).
I think it's definitely doable in theory.