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To Overworld or not to Overworld...
Graay- 04/24/2012 03:04 PM
I am not entire sure how fond I am of your generic overworld. I have several possibilities in mind that would circumvent this. Before I pursue this, however, I was looking for the lovely communities opinions. Are you in an unbreakable relationship with your Overworld? Mayhaps you even have a few wildly ingenious ideas or inspirations?
I appreciate your feedback, as always!
Also, I am new at this whole developing my game in full view of the public. If I suck at something or if I am unbearable annoying, please tell me. Make me better.
I appreciate your feedback, as always!
Also, I am new at this whole developing my game in full view of the public. If I suck at something or if I am unbearable annoying, please tell me. Make me better.
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This is a question of necessity. Does the scale of the game require the use of such a map? If so, how will it be used?
The idea that I am most seriously considering involves creating maps for entire regions, as opposed to just the individual zones and then an Overworld to connect them. Each zone would be make up a portion of the region, connected to the remaining zones by its own detailed map/maps (Think of a mapped out King's Road or something, if you will.)
This is further shaped by a camp, similar to the BoF games possibly, where you will be able to choose a region as your destination. Within that region there will be dungeons and towns all interconnected with interesting and pertinent transitional maps. For instance: http://rpgmaker.net/games/4001/images/26194/
The above being the 'Capitol Region' or whatever (Note: above places are not necessarily represented in game. Anywhere.) Your upgradable camp/town/fortress would then act as a hub between all of the regions within the game.
Sorry if that was a somewhat rough and rambling explanation.
My main concern is that this would become overly tedious for the player.
Would numerous methods of quickly traveling about some of the zones remedy this sufficiently?
Toss out your opinions and questions, please! Feedback (in whatever form) is always highly appreciated! Thanks again!
This is further shaped by a camp, similar to the BoF games possibly, where you will be able to choose a region as your destination. Within that region there will be dungeons and towns all interconnected with interesting and pertinent transitional maps. For instance: http://rpgmaker.net/games/4001/images/26194/
The above being the 'Capitol Region' or whatever (Note: above places are not necessarily represented in game. Anywhere.) Your upgradable camp/town/fortress would then act as a hub between all of the regions within the game.
Sorry if that was a somewhat rough and rambling explanation.
My main concern is that this would become overly tedious for the player.
Would numerous methods of quickly traveling about some of the zones remedy this sufficiently?
Toss out your opinions and questions, please! Feedback (in whatever form) is always highly appreciated! Thanks again!
I took a look at your rough area outline, and believe that you could probably go without a world map. It depends how much backtracking you want to allow, but have you ever considered here I go again Lloyd's Beacon? If you don't know the reference, it's a spell that deals with location data. Players can choose to "Set" a beacon, which memorizes a location, or "Return" to a beacon, which will bring the player back to a location that was previously "Set".
Ah, thanks! I hadn't heard of this! That does sound useful. I would most likely use this spell alongside several static travel options (portals, carriages, tremendously ancient and misunderstood relics from long past civilizations, Etc.)
If you can do every map quality then no overworld is needed, but to keep production time down go for an overworld map.
It doesn't really matter much imo, you're still going to go about the plot regardless of a world map or not~ :)
Have you ever played La Pucelle? There was some interesting ideas in that...
You could expand upon that, using your Region scheme (basically a menu system) but making new/secret places appear through actions performed within a "level". If you really dug into it you could make exploration very rewarding. (which would win my approval :P)
You could expand upon that, using your Region scheme (basically a menu system) but making new/secret places appear through actions performed within a "level". If you really dug into it you could make exploration very rewarding. (which would win my approval :P)
Sure, those ideas are all great! I had been planning to incorporate those types of events from the start. The primary means of unlocking additional/optional areas is through the branching plot, sidequests, and exploration. I plan to add substantial rewards for pursuing content outside of the primary journey.
Thanks for your feedback! I always appreciate input from outside sources, it lends a much broader perspective to my game as a whole.
Thanks for your feedback! I always appreciate input from outside sources, it lends a much broader perspective to my game as a whole.
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