Save-Point
DLC development - Printable Version

+- Save-Point (https://www.save-point.org)
+-- Forum: Games Development (https://www.save-point.org/forum-4.html)
+--- Forum: General Support (https://www.save-point.org/forum-18.html)
+--- Thread: DLC development (/thread-4033.html)



DLC development - KasperKalamity - 03-25-2012

is there a way that i can develop dlc for my rmxp game so i don't have to work on every little thing at once? for instance; there is a building in my main town that will let the player change the character's outfits. i don't really want to be hung up on that while neglecting everything else, as i am largely a one man operation. is there any way i can release dlc, and make it able to integrate with the already released game? can this possibly work with vx?


RE: DLC development - Yin - 03-25-2012

My guess is that as long as you don't edit the scripts, you can just update the rxdatas/graphics sounds that need to updated with no problems. Or even if you DO edit the scripts as long as it does not interfere with the save files (Creating extra save data, etc) It is possible that you can update the scripts as well. But I'm no expert on this....


RE: DLC development - MetalRenard - 03-25-2012

Us an install creator: http://www.clickteam.com/website/usa/installcreator.html
or a patch-maker: http://www.clickteam.com/website/usa/patch-maker.html
that replaces the maps with new ones.
Make sure you don't replace maps that can be modified by the player (switches etc) just ones that hadn't been available before hand.


RE: DLC development - KasperKalamity - 03-25-2012

im too ignorant when it comes to scripting. any dlc ideas i have more are for different quests or visual tweaks, than say, adding slot machines and day/night systems or anything crazy. basically just piddly crap i dont want distracting me from actually finishing the game. like right now i'm spending way too much time cutting music and drawing tilesets, and making sure everything matches so it doesn't look and feel five kinds of discombobulated.