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on mapping

Tightening up my mapping is one of my biggest goals with this game, and also a huge roadblock. Seriously, on my last game, it was kind of ridiculous; the corridor was 17x43 tiles, and lead to all of seven rooms, four of which were 21x21 sized parlors full of nothing. The library was 43x25 tiles, and full of the same repeating few bookshelf tiles. Over and over and over again.
Just look at this shit:
http://i.imgur.com/34Pk3Fy.png
http://i.imgur.com/5nXQCsX.png
http://i.imgur.com/5TmmYce.png
(Don't even ask about my 2k3 mapping disasters)

No wonder my games felt boring as hell; they were. The plots were at least decently engaging, the controls were standard... My boyfriend also makes games using VX Ace and similar programs, and his games felt a lot more compelling. What does he have, i]I asked, that i don't?

Mapping. That's it. Here's a couple of examples from his completed game:
http://i.imgur.com/OViuvB8.png
http://i.imgur.com/BA1KiKn.png
(you can get qui3t here)

For a guy that has a fear of wide open spaces, I sure do tend toward the excess in mapping. Still. it's very, very frustrating and impeding my ability to implement the story.

-Wintyr

P.S. Who even needs a library that's 43x25 tiles? That better be a damn interesting library. Maybe there's a circus or something there. That's the only excuse.

Posts

Pages: 1
Um... he kinds uses the walls completely wrong. Those are roof tiles. Please don't take his as good mapping. >.<;

His sizes might be down but yeah, wrong tile usage and all. What I suggest is to make your maps a bit more compact. They aren't bad, really, just very big. Cut the rooms in half but keep the same amount of stuff (if not more) in them. That should help a lot. Keep in mind that the player only needs one tile 'roads' to get through. 2-3 can be okay in rooms that are supposed to be larger, but sometimes smaller is better.
Pages: 1