So I am aiming to make a Harvest moon-esque game. I'm trying to hash out the farming mechanics before I go to far, now I'm wondering if it's even possible.
Initially I wanted to make the farming using a grid with hotspots and objects (ie using the hoe on the hotspot makes object dry soil visible, using the inventory object seed makes sowed soil visible. This may seem like a lot of objects but it's the scripting I have an easier time grasping, if it weren't for the object limit it would be possible.
Here is my layout with the temporary/working grid background. I then thought of changing to 150x150 squares instead of 50x50. then there would only be 32 plots. The problem is I need several objects for each plot (dry soil/ wet soil/ the different phases of plants)which makes it over 40 items quickly. Is there an easy solution, or at least easyish enough to learn?
(screen size is set to 1280x720)

https://pasteboard.co/H6LPjBj.png
Code: ags
Initially I wanted to make the farming using a grid with hotspots and objects (ie using the hoe on the hotspot makes object dry soil visible, using the inventory object seed makes sowed soil visible. This may seem like a lot of objects but it's the scripting I have an easier time grasping, if it weren't for the object limit it would be possible.
Here is my layout with the temporary/working grid background. I then thought of changing to 150x150 squares instead of 50x50. then there would only be 32 plots. The problem is I need several objects for each plot (dry soil/ wet soil/ the different phases of plants)which makes it over 40 items quickly. Is there an easy solution, or at least easyish enough to learn?
(screen size is set to 1280x720)

https://pasteboard.co/H6LPjBj.png
//////////////////// A1 /////////////////
//garden variables
int A1tu ; ///A1 refers to square A1 which will be the top left square. tu is referring to tilled/untilled
int A1wd ; //// wd is referring to wet/dry
//player uses rusty hoe on the grass in A1 which tills the soil
function h1a_UseInv() /////////hotspot for a1
{
if ((player.ActiveInventory == irustyhoe) && (A1tu < 3))
{ A1tu += 1;
vStam -=5;}
else if ((player.ActiveInventory == irustyhoe) && (A1tu == 3))
{ oDryA1.Visible=true;
vStam -=5;}
}
// Sow Strawberry seeds
function oDryA1_UseInv()
{
if (player.ActiveInventory == iseedstrawberry)
{
oSowA1.Visible=true;
vStam -=5;
player.LoseInventory (iseedstrawberry);
}
}
//Water Strawberrys with Rusty can
function oSowA1_UseInv()
{
if ((player.ActiveInventory == irustyWC)&& (A1wd < 3))
{A1wd += 1;
vStam -=5;}
else if ((player.ActiveInventory == irustyWC)&& (A1wd == 3))
{ oDryA1.Visible=false;
oWetA1.Visible=true;}
}