Create 3 events at different places in the dungeon and when the player enters the map, randomly select one of those events to be the stairs down and change the event tile so that it's visible. Randomly start the player in one of these dungeon maps. So to elaborate, you could create 3 different versions of Floor 1 for a dungeon. And you could also create random event nodes in that dungeon for monsters, chests, decorations, exits, etc. I think Unity would be more suited for what you're describing.įor away around this, you could create a number of different versions for a map, say a dungeon, and then randomly choose one to send the player to. So my recommendation would be that you downsize your aspirations or look at a different game engine/programming language. What you're describing might be possible with RPG Maker MV but you would need some super duper advanced knowledge of the game engine and javascript to make that happen. One Way Heroics is an example of a game sort of like that which was created with Wolf RPG Editor but it's a Japanese program and the game was created by the guy who actually made Wolf RPG Editor as well which involved some advanced scripting/programming. Please select a specific package to create a widget for: RPG Maker MV. There is more than one way to buy this game. Breaking the map size limit typically leads to crashes and your FPS screaming in pain. You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam. It is technically possible to break it but it's not even recommended to make 256x256 maps to start with. RPG Maker MV has a map size limit of 256x256. As far as a never-ending procedurally generated openworld, I think you would run into a lot of problems with that. There are some scripts/plugins in regards to procedural generation for limited dungeons in RPG Maker MV, but most of them are incomplete, discontinued and not documented very well or at all. They often consist of too much empty/boring space that leads to players wandering aimlessly.
Generally speaking, "gigantic maps" are typically a bad idea. (Like when you exit through a door, the screen fades out then back in to another map.)īasically a procedurally generated map that uses data from other maps. Thereby making it appear to be one big, random map/area with no loading transitions.
RPG MAKER MV DUNGEON FLOOR GENERATOR FULL
Like, the player would be sorounded by an invisable area, (possably events), that auto load area data from other maps in a two screens space all around them as soon as the events touch a full empty area of the map and when the events are no longer touching that full area, the map data is unloaded. Originally posted by gamesharkmanx:I have this idea where the player is in a gigantic map that loads in random different areas/maps as they travel around it.