RPG Quests + Technical Questions

So if you couldn’t tell by previous posts, I am making an Turn-Based RPG.

Some background you probably don't care about

When I make a game I seperate it into 3 phases:

  1. Planning
    This is what I’m doing now, and I’m almost done! Just have to finish the side quests
  2. Art/Environmental Design
    My least favorite part >:(
  3. Techincal
    Yippee!!!

As I’m finishing up planning I need some side quests! I’ve already made about 7 but I need 5 more!

Please use this format when suggesting.

Side Quest Name
Neat Mechanic (ie, time travel)
NPC Name that gives quest
What they have to do
Endings (Multiple is encourage)
Please don’t make them too complex because I already have a main plot to my game, I just need side quests


The more technical questions. This RPG is when you travel as a party or a group (similar to deltarune)

  1. Would there be a way to when a party leader is elected, they other 2-4 players, THEY MUST remain within a certain distance of the party leader?

  2. This is a game that can be saved using a code, however only the party leader gets the save code, would there be a way to make a code that remembers other players roles.

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Questions

  1. this one is really difficult… i don’t believe you can teleport one player to another if they are at any point without using a massive amount of memory. maybe you can teleport them when the party leader hits a certain area?
  2. this one is worse, maybe not even possible, unless a Player ID system gets added or something, since players can j0in in different orders

ill work on a quest idea tho

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I agree gimkit has many codes and sometimes bugs that may help you with your game but its almost impossible to make one player teleport to another. Great idea though.:+1:

side quest: crab cakes


neat mechanic: ability to destroy walls with a limited number of bombs in your inventory via property as you go through the side quest


npc name: kablooey the crab


what they have to do: multiple crabs have gone missing around a small beach, and you need to find out why. for this, kablooey gives you eight sticks of dynamite and he suspects eels. to defeat them, you need to go underwater to a small room where they appear.

like whack-a mole, one appears from a hole in the ground every so often and a button activates that you have to press. if you do, the eel is destroyed. if you’re too late, you lose some ammo.


endings: defeating them all gives you a large reward, and losing means that with nothing left to do with his friends, kablooey disappears into his hut. if you enter, he’s gone, and in his place is a roaring fire with some crab cakes inside. you can trade them for med packs.

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  1. Please don’t respond if you aren’t going to contribute
    I don’t mean that in a rude way
  2. I know that it’s very technical which is why I brought it here to ask for help.
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Well one idea is to try and atach the teleporer to the gim anduse it that way it might use a little code we can talk more if you need help on that and sorry for the incovince on the other reply

maybe make a place where someone could make everyone teleport to

Button > relay > teleporter
Relay settings: relay on behalf of (All players)
Teleporter settings: teleport here when recieving on: (the channel they relay is on)

You can’t attach a teleporter to a Gim though.

I do have a way to detect how far a Gim is from someone else, called waypoints-

one side quest could be where you are put into a race but the mechanic is that you can sprint however your HEALTH is your stamina bar.
Side quest name: A Race of health sake.

NPC: Ernie the medic.

Item to gain for completing quest: 600 gimbucks.

you can’t get gimbucks from doing a quest thingy in a gkc map

I meant the cash item my bad, I got confused :frowning:

Would it be possible to use player coordiantes?
There is two player scoped properties:
Player X, Player Y
and two global scoped properties:
Party Leader x, Party Leader y

it’s okay

the only thing I wonder is how you’d connect the hp to the stamina mechanic

Oh yea the coordinate, that one device I forgot about because I never use it

could be possible to detect how far they are from each other with some math

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you could have it so that once you click a button on your screen for every second you take 2 damage, once pressed again that stops, but you get back to normal speed.

so, basically a trigger loop that acts like a movement meter?

yeah basically!

ok yea, i’ve done a bit of experimentation, and I can’t figure out how to make only 1 player update a property vs another player updating a different property

1 player activates 1 trigger loop and another player activates a diff one maybe?

What if when property x updates… updateGlobal
then do a trigger that runs this code

if get property "Player ID" = 1
then set property "Team Leader X"
value get property "Player X"

I see, have an in game Player ID system could def let you differentiate easier, since fetching player coordinates is easy now.

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