4/19/2023 0 Comments Rpg map designer sf![]() For the berry tree, it is secluded behind someone house and it feels right to have a one tile path between the house and the tree emphasizing the hidden-ness of it. The berry tree at the top of the map is in an even greater nook, and the design choice in getting there is my next choice I made.Ĭhoosing path size seems arbitrary, should a pathway be one, two, three, or four tiles long? My philosophy is to think about the situation. This can be a design choice as to where you want nooks. ![]() The before map might be slightly easier to navigate, but the nook puts emphasis on the importance of the GYM and makes it feel isolated. A big difference between the two maps is that I put the GYM inside of a nook. Now here I made some design choices that you may or may not agree with but are definitely worth talking about.įirst let’s look at what I call ‘nooks’ or small areas that are somewhat isolated from the flow of the map. There was a lot of dead space around the well the team rocket member is standing in front of and there was some spots around the town that were unnecessary. About 10 years of RPGs come between Dragon Quest and Pokemon Gold and Silver, but some of the mapping problems still exist, but to much less extent. Here is AZALEA TOWN from POKEMON GOLD AND SILVER. Now, wasted time running from building to building is cut down and access to all of the NPCS is easier. The building were simplified and the paths were cut down. The village seems more cozy and there is no wasted space. Looking at my improvements to the map, you can see that all of the main points of the map have been retained. In the center of the map you see a lot of wasted grass tiles and the long paths just waste your time walking. As you can see there is a ton of dead space that simply serves no purpose. It is an older RPG and map design was just becoming an important part of the genre. So here we have HAMLIN VILLAGE from DRAGON QUEST 2. Let’s take a look at three different games and look at what we can improve to get rid of some dead space.ĮDIT: Here is a link to the album if you want a closer look at the example images. But in towns and areas where there are no random encounters, getting rid of the excess can go along way in making your maps more interesting. Now in dungeons with random encounters, this might be a design choice to have players navigate through. These are areas that serve no real purpose, only used to travel through. There are a ton of great design guides on asset creation and placement, but I want to talk about a topic that is not discussed as much.Ī lot of maps tend to have a good amount of dead space. Mapping is an important part of the top down RPG style games.
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