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Tutorial - 'Fugue Plain System' by Guest

An item about RPGMaker 2000 posted on

Blurb

The Spyder explains what the Fugue Plain is, and how using it effectively can really help make your own game stand out!

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Brought to you by the creator of the BG Journal, and the Dream System,

The Fugue Plane System

What the hell is a fugue plane?

Well, that's just it. Hell. Sort of. It's the place in most multiplayer games where PCs go when they die. It's not usually found in single player games, but when it is, it's pretty awesome.

And I care, why?

Because, it makes the game a little more realistic. Gee, my party died. There's a boring old game over now. Get rid of that stupid game over thing and give your players something more interesting when they die. You can do one of three things-
-You can use the Fugue Plane as a plot device. Usually it's a small area with a bunch of dead people milling about. Have one of those dead people tell the PCs a cool hint, or give them the foundation for a quest, should they be granted life again.
-You can make the Fugue Plane be a whole other world. Full of quests within itself to restore the player to life. Like puzzles, and stuff. Just make sure there aren't any battles. Players can't die again.
-You can make the Fugue Plane utterly useless, pointless, or humorous, in order to shed some comic relief on the story.

All you'd have to do is remember to create a clever, original way for the party to be restored to life. If you don't, it's no better than an interesting game over screen.

Cool! How do I make one?

You won't be able to use the DBS from RM2k. You'd either have to have RM2k3, or your own custom system that has a death handler. A death handler is a little event that decides what happens when the party is annhilated. Keep in mind, if one party member is dead, then you won't get to go to the fugue plane. Your entire party would have to be dead. Here's where my tutorial branches off-

With a Custom Battle System

This isn't really as hard as it sounds. All you really need to to is go into the death handler of your CBS, and play around with it. Instead of having it show a game over, have it teleport the party to a map called "Fugue Plane", or anything else you can think of. Heaven, hell, ect. (On a slightly irrelevant note, this can be used beautifully with a reputation system to decide if the player will go to hell or heaven because of their deeds.) From there, you can design the map however you desire. It's pretty much up to you what you want to add in. You can add puzzle-style quests to give the player something to do while he strives to be alive again. Or you can make tasks for the player to do to attain life. Or, you can make it a really interesting game over screen. It's really up to you. But if you choose anything but the third option, make sure you make a way for the player to come back, otherwise you're going to have a very pissed off player.

With RM2k3

This too, is obnoxiously simple. All you have to do is go into the database. Once there, click on the Battle Layout tab. On the bottom right hand corner is a little thing called a Random Encounter Death Handler. This nifty device helps you screw around with what happens when your character dies. There are two radio buttons and a drop down box, and a little section that says Teleport Before Executing Handler. Select the radio button called Call Common Event, and make sure you set the drop down box to a blank common event, unless you want something to happen every time the player gets teleported to the fugue plane. Now, see the Teleport Before Executing thing? Click Enable. Then click Set, pick your Fugue plane map, and pick a point for the characters to appear, and click OK. You're pretty much done. Now you can script the map however you please. Just make sure to have a way to come back to life.

So that's pretty much all I can teach you. It's up to you to make your fugue plane beautiful and fun/difficult. This can be a really cool element of your game, if not a well done detail that people will commend you for. Everyone loves a good amount of attention to details.

Since I wrote this tutorial, I'd appreciate that if you use it, give a little credit. A name, maybe a link to Webspyderslair.com? If you're interested in seeing that, I'm going to have an RM2k(3) support site on it pretty soon, and I'm going to discontinue putting tutorials here. If you want any of my future tutorials, you'll have to go there. Enjoy!

--The Spyder