ALTERNATIVES TO TOWNS
Posts
Towns. One of the most dreaded words for a mapper to hear. They're not so hard to make in theory, in fact I believe I'm pretty good at making a good village or two. The problem is when you realize that you're going to need to end up mapping another 10-20 or so cities, then mapping the interiors of all the buildings, then making a ton of NPCs to wander the town, then coming up with meaningful dialogue for each of them, and so on.
I'm pretty sure we've all been there at some point. I'm at the early stage of development in an RPG, and it just hit me that sooner or later I'm gonna have to add some villages to the fairly big game world I'm working on. So I was wondering, what are some alternatives people use to avoid having to map a ton of cities out? I was thinking of having an "area select" in each village that lets you travel to the important buildings in the area, mainly the inn and shops with the occasional quest specific special area (temples, castles, someone's house, etc). The other idea is to work with a central hub and develop a single city with a lot of detail and build the game around this one central location.
So RMN, what's your take on things? How do you deal with mapping out a ton of towns for your games? Do you just man up and add all of them the old fashioned way, or do you have a less time consuming method?
I'm pretty sure we've all been there at some point. I'm at the early stage of development in an RPG, and it just hit me that sooner or later I'm gonna have to add some villages to the fairly big game world I'm working on. So I was wondering, what are some alternatives people use to avoid having to map a ton of cities out? I was thinking of having an "area select" in each village that lets you travel to the important buildings in the area, mainly the inn and shops with the occasional quest specific special area (temples, castles, someone's house, etc). The other idea is to work with a central hub and develop a single city with a lot of detail and build the game around this one central location.
So RMN, what's your take on things? How do you deal with mapping out a ton of towns for your games? Do you just man up and add all of them the old fashioned way, or do you have a less time consuming method?
author=OmegaHunterYou gotta' do what you gotta' do.
Do you just man up and add all of them the old fashioned way?
One alternative I like is to have one well developed town instead of multiple ones. See Majora's Mask and Minish Cap of the Zelda series. This of course will only work is the story doesn't require the hero to travel to different towns.
Other than that, I'm not really fond of alternatives. I want to actually see people in order to feel that they are there. It's part of the "show, don't tell" formula, you have to actually show me the people. Of course, if there aren't really many other people than the party members, then you can safely skip the towns.
Other than that, I'm not really fond of alternatives. I want to actually see people in order to feel that they are there. It's part of the "show, don't tell" formula, you have to actually show me the people. Of course, if there aren't really many other people than the party members, then you can safely skip the towns.
Welcome to AWESOMEVILLE
> Go to bar (get one of four messages, chance to recruit a character if the town has one)
> Go to shop (only one shop per town at best)
> Leave party member
> Some occasional town-exclusive stuff like buying a boat/ship or changing the music
That was the height of my ability to churn out towns. Mind, it was for a game made in 24 hours that took place entirely on the world map!
More seriously, something I've tried in the past was making towns with an open roof aesthetic. Instead of making a town out of buildings and a separate map for their interiors I put the interior right inside the building on the town map. It skips making a new map for interiors and keeps house sizes down while also contributing to a unique feel for your game. Of course it also adds restrictions like multifloor buildings and bypassing those will take far more time than the style saved.
There's other general design choices you can make that can reduce work while still making a town feel big, alive, and explorable. Instead of having stores be inside buildings add street vendors and open bazaars. Make buildings that the player can't enter and mark them with certain doors to give the player a visual cue so they know where they can and can't go. Instead of mapping the inside of buildings just make it a screen that goes straight to the content of the building like a NPC telling you something or a shop screen.
> Go to bar (get one of four messages, chance to recruit a character if the town has one)
> Go to shop (only one shop per town at best)
> Leave party member
> Some occasional town-exclusive stuff like buying a boat/ship or changing the music
That was the height of my ability to churn out towns. Mind, it was for a game made in 24 hours that took place entirely on the world map!
More seriously, something I've tried in the past was making towns with an open roof aesthetic. Instead of making a town out of buildings and a separate map for their interiors I put the interior right inside the building on the town map. It skips making a new map for interiors and keeps house sizes down while also contributing to a unique feel for your game. Of course it also adds restrictions like multifloor buildings and bypassing those will take far more time than the style saved.
There's other general design choices you can make that can reduce work while still making a town feel big, alive, and explorable. Instead of having stores be inside buildings add street vendors and open bazaars. Make buildings that the player can't enter and mark them with certain doors to give the player a visual cue so they know where they can and can't go. Instead of mapping the inside of buildings just make it a screen that goes straight to the content of the building like a NPC telling you something or a shop screen.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I generally prefer more realistic towns, even in fantasy games. What that means is that making a typical-sized rpg town just doesn't work for me. Who ever heard of a town with eight buildings in it? Towns have thousands of people. I want the game to really make me feel like that's the kind of place I'm in, not tell me I'm in the biggest city in the world but then show me an outpost the size of a small shopping center.
So where other games might have towns, I have individual buildings. I have a map for the hero's house; when you get to the end of his yard, you go to the area selection map. I have a map for the courthouse, and a map for the detective agency, and a map for the docks. These all serve as friendly places your party finds themselves at between dungeons, the same function as a town in a Final Fantasy or Dragon Quest game.
But what about a place to heal and shop? Well, you can have that too; it doesn't have to be at the same place, though. Perhaps the area selection map has three locations: an inn, a weapon shop, and the building where the cut scenes take place. Or perhaps just going into the friendly area heals you, and you can find a guy selling stuff standing around somewhere inside. Or perhaps you can access a shop from the menu, any time you're in a friendly area.
I've also seen a lot of games just replace the entire concept of towns with a menu screen in between each level. From the menu you can spend points to upgrade your characters, accept missions, buy things, and maybe heal if that's not done automatically. And then choose "Done" to proceed to the next level. Dungeon crawlers, tactical rpgs, and action games all do this very commonly. I feel like this speeds up the process for the player, and is a nice way to keep the pace of your game moving. It works well in a lot of games, and would actually work near-perfectly in, say, FF4, where each of the towns only has one cut scene at most, which you could simply show automatically at the end of the previous level. But it wouldn't work so great in a game like FF7, where the story depends heavily on all the cut scenes and exploration within towns.
So where other games might have towns, I have individual buildings. I have a map for the hero's house; when you get to the end of his yard, you go to the area selection map. I have a map for the courthouse, and a map for the detective agency, and a map for the docks. These all serve as friendly places your party finds themselves at between dungeons, the same function as a town in a Final Fantasy or Dragon Quest game.
But what about a place to heal and shop? Well, you can have that too; it doesn't have to be at the same place, though. Perhaps the area selection map has three locations: an inn, a weapon shop, and the building where the cut scenes take place. Or perhaps just going into the friendly area heals you, and you can find a guy selling stuff standing around somewhere inside. Or perhaps you can access a shop from the menu, any time you're in a friendly area.
I've also seen a lot of games just replace the entire concept of towns with a menu screen in between each level. From the menu you can spend points to upgrade your characters, accept missions, buy things, and maybe heal if that's not done automatically. And then choose "Done" to proceed to the next level. Dungeon crawlers, tactical rpgs, and action games all do this very commonly. I feel like this speeds up the process for the player, and is a nice way to keep the pace of your game moving. It works well in a lot of games, and would actually work near-perfectly in, say, FF4, where each of the towns only has one cut scene at most, which you could simply show automatically at the end of the previous level. But it wouldn't work so great in a game like FF7, where the story depends heavily on all the cut scenes and exploration within towns.
I guess the best solution to reducing time creating towns is to design your game in a way that it doesn't require you to build a large amount of towns. I feel it's better to go for quality over quantity anyway. Better to have maybe like 3 towns, each with their unique look and some fleshed out characters in it, maybe some nice side-quests, than having 20 towns that are merely your copy+paste inn/shop/church/3 houses town.
author=LockeZ
I generally prefer more realistic towns, even in fantasy games. What that means is that making a typical-sized rpg town just doesn't work for me. Who ever heard of a town with eight buildings in it? Towns have thousands of people.
Well technically a medieval-like town would probably only house a couple of hundred at most. A big city might house thousands.
And then there are villages and they often do consist of eight buildings.
One idea I had was to simply not create a town map at all. You enter the town, and the game displays a picture of the town from some perspective or other. A menu is displayed asking what you want to do; visit the inn, go to the item shop, listen for rumors, etc.
Shops would have their own picture of the shopkeep behind the counter, inns and such likewise.
Finally, you would exit the town, and it would kick back to the overworld map.
It's really a very old-school way of handling it. Check out PC Game, Darklands as an example.
Shops would have their own picture of the shopkeep behind the counter, inns and such likewise.
Finally, you would exit the town, and it would kick back to the overworld map.
It's really a very old-school way of handling it. Check out PC Game, Darklands as an example.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=ShinanSo apparently not only are you right, but also, there are hamlets with only five or six houses that still exist in modern-day Romania. Having been to Romania, the fact that parts of it are still stuck in the 1400s doesn't really surprise me.
Well technically a medieval-like town would probably only house a couple of hundred at most. A big city might house thousands.
And then there are villages and they often do consist of eight buildings.
I don't really think that's the kind of place your heroes are supposed to be visiting, though, when they visit a town that's depicted as having only a few buildings. It's almost always treated as a major location or an important stop. Occasionally you do find a small group of hermits living in a wilderness settlement, and I guess an eight-building town is fine if that's what you're going for. But to have Narshe and Nibelheim that size is ridiculous. And I get that it comes as a result of tradition and minimalism, and I get why people do it, but if you're looking for alternatives to traditional towns this is absolutely my first piece of advice: make bigger towns, big enough that the player could not possibly expect you to map the entire town, and then use that as an excuse to only map one or two buildings.
In other news, one of the games I made a lot of maps for was set entirely in a hellish prison dimension. So one of the "towns" consists of a tarp held up by poles with two people camping under it, and another "town" is a guy in a small barricaded room in a cave, and another "town" is a group of warriors who have cleared out the first room of a temple full of monsters. And the people in these odd locations will sell you potions and weapons and let you sleep if you talk to them, so they absolutely function as normal towns from a gameplay standpoint, but they do not at all give off the feeling of being in a safe haven.
author=8bitbeard
One idea I had was to simply not create a town map at all. You enter the town, and the game displays a picture of the town from some perspective or other. A menu is displayed asking what you want to do; visit the inn, go to the item shop, listen for rumors, etc.
Shops would have their own picture of the shopkeep behind the counter, inns and such likewise.
Finally, you would exit the town, and it would kick back to the overworld map.
It's really a very old-school way of handling it. Check out PC Game, Darklands as an example.
Was reading your post and I was about to mention Darklands. I'd really like to make a Darklands-esque game in VX Ace, some day. That game had a lot of really interesting ideas but the implementation wasn't fully there IMO.
author=GreatRedSpirit
More seriously, something I've tried in the past was making towns with an open roof aesthetic. Instead of making a town out of buildings and a separate map for their interiors I put the interior right inside the building on the town map. It skips making a new map for interiors and keeps house sizes down while also contributing to a unique feel for your game. Of course it also adds restrictions like multifloor buildings and bypassing those will take far more time than the style saved.
Can multi-level buildings on a single map not yet be done on an RPG Maker? I know that the number of layers you have is limiting, but could you possibly skirt around this with events?
It would be nice to walk into a house and see the second floor and roof tear away (or more rightly put, to see it go away), and then, to head upstairs and see the second floor appear and cover the first.
From a design/art perspective, though, if you could do that, the areas outside of the house would distract. Unless you could put some kind of filter over it to blur them out once you zoned in -- like a boca photography effect.
I don't get to play around with my copy of Ace enough to know if it would be possible to add these types of things in or not. It would be a breath of fresh air, though.
author=LockeZ
I generally prefer more realistic towns, even in fantasy games. What that means is that making a typical-sized rpg town just doesn't work for me. Who ever heard of a town with eight buildings in it? Towns have thousands of people. I want the game to really make me feel like that's the kind of place I'm in, not tell me I'm in the biggest city in the world but then show me an outpost the size of a small shopping center.
A lot of the Playstation-era Final Fantasies were good about making cities appear large. FFIX jumps out at me right away when I think about this. But then again, they're kind of a different beast. I think you could still corral a player into a smaller area of a city while still making the city feel large, though.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Can multi-level buildings on a single map not yet be done on an RPG Maker? I know that the number of layers you have is limiting, but could you possibly skirt around this with events?
It would be nice to walk into a house and see the second floor and roof tear away (or more rightly put, to see it go away), and then, to head upstairs and see the second floor appear and cover the first.
You can do this, yeah. It's not any less work than a traditional town, though. You still have to make exactly the same outdoor map and indoor map, you're just replacing the teleport event with a fade event.
It would be nice to walk into a house and see the second floor and roof tear away (or more rightly put, to see it go away), and then, to head upstairs and see the second floor appear and cover the first.
You can do this, yeah. It's not any less work than a traditional town, though. You still have to make exactly the same outdoor map and indoor map, you're just replacing the teleport event with a fade event.
Tales of the Abyss had an interesting take on the towns. When a city was huge, most of the residential area was blocked off and just seen in the background. You could never actually go there. This way, the developer didn't have to spend too long working on towns, but you never get the sense you get in a lot of games that only ten people live in each town and only five have beds.
I just man up. Back when I was truly a noob at this, I didn't make any real towns. Now, I am forced to, so my game isn't truly shit.
BTW, if you are using Mack tiles in VX, you can't have a world map, so I'm going for a Zelda approach in Liberate(the new and improved RPGMVX version of JailBreakOut), meaning I have to make the area more fleshy and life-like, so it doesn't look boring and stuff. But shit, when I get to the Christian Forest...I'm gonna shit my pants in anger and frustration most likely. :(
BTW, if you are using Mack tiles in VX, you can't have a world map, so I'm going for a Zelda approach in Liberate(the new and improved RPGMVX version of JailBreakOut), meaning I have to make the area more fleshy and life-like, so it doesn't look boring and stuff. But shit, when I get to the Christian Forest...I'm gonna shit my pants in anger and frustration most likely. :(
I think the question any game developer needs to ask him/herself is "What do my towns do?"
Are they a central hub where the player buys/sells stuff, is it a place for healing, getting quests and what-not? Or is it purely for cutscenes and exposition? Are the towns dungeons themselves? Is there anything worthwhile inside people's homes, extra shops and other places?
After establishing what purpose the town serves, THEN you start laying out a foundation for the map. Don't have anything interesting in the homes except an NPC saying "Hey"? Don't map it. Make locked doors. Make rooms and areas inaccessible. There are always places in a town that aren't accessible to everyone. Bars aren't going to let minors in and people generally lock their doors when they leave home (and usually when they are home too).
Another alternative to mapping towns is to make everything menu based. Select where you want to go, have some sort of background but not an actual map. This can be seen in the Etrian Odyssey series.
The point is, there are so many things to consider when looking at towns but expansive, explorable maps DO NOT always have to go in every game.
Are they a central hub where the player buys/sells stuff, is it a place for healing, getting quests and what-not? Or is it purely for cutscenes and exposition? Are the towns dungeons themselves? Is there anything worthwhile inside people's homes, extra shops and other places?
After establishing what purpose the town serves, THEN you start laying out a foundation for the map. Don't have anything interesting in the homes except an NPC saying "Hey"? Don't map it. Make locked doors. Make rooms and areas inaccessible. There are always places in a town that aren't accessible to everyone. Bars aren't going to let minors in and people generally lock their doors when they leave home (and usually when they are home too).
Another alternative to mapping towns is to make everything menu based. Select where you want to go, have some sort of background but not an actual map. This can be seen in the Etrian Odyssey series.
The point is, there are so many things to consider when looking at towns but expansive, explorable maps DO NOT always have to go in every game.
Well if all you do is just make a town for the sake of being a town, then yes it'll be a drag, but you can always think a little more and make them a bit more themed. So not only is there variety in the towns, but I imagine they become easier and less of a bore to develop. For example you could have towns that,
-Are a ranch town, lots of livestock, not a lot of people/buildings.
-Developed in part of a cliff, so buildings are made of rock that's been hollowed out.
-A nomad village, small huts and small in general, with the idea that they move around a lot most of the time.
-A village separated by islands.
-A village with it's own instant travel to various points.
Just as a few ideas, but I figure if the town has a bit more individuality then it'd probably be less boring to create as opposed to just "Add X number of buildings, include W,Y,Z shops, place in NPC's, script non-important and pointless dialog".
-Are a ranch town, lots of livestock, not a lot of people/buildings.
-Developed in part of a cliff, so buildings are made of rock that's been hollowed out.
-A nomad village, small huts and small in general, with the idea that they move around a lot most of the time.
-A village separated by islands.
-A village with it's own instant travel to various points.
Just as a few ideas, but I figure if the town has a bit more individuality then it'd probably be less boring to create as opposed to just "Add X number of buildings, include W,Y,Z shops, place in NPC's, script non-important and pointless dialog".
author=LockeZ
So apparently not only are you right, but also, there are hamlets with only five or six houses that still exist in modern-day Romania. Having been to Romania, the fact that parts of it are still stuck in the 1400s doesn't really surprise me.
I don't really think that's the kind of place your heroes are supposed to be visiting, though, when they visit a town that's depicted as having only a few buildings. It's almost always treated as a major location or an important stop. Occasionally you do find a small group of hermits living in a wilderness settlement, and I guess an eight-building town is fine if that's what you're going for. But to have Narshe and Nibelheim that size is ridiculous. And I get that it comes as a result of tradition and minimalism, and I get why people do it, but if you're looking for alternatives to traditional towns this is absolutely my first piece of advice: make bigger towns, big eno
The idea is/was is that the player is supposed to utilize their suspension of disbelief and assume the town is bigger than depicted. We know that, for example, Narshe, which was in FF6 a nation-state big/powerful enough to openly oppose the Empire, doesn't really have six or so houses, but obviously the player isn't going to be able to explore the entire place. So what a lot of cleverer developers do is make the visible area of the city proper expand as far as the eye can see, further than the player can explore. Narshe actually did do that to a certain degree.
You could just try the FFTactics route and have the towns just be a hub for buying items, resting. Maybe just make some interiors to have special cutscenes, etc taking place.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Feldschlacht IV
The idea is/was is that the player is supposed to utilize their suspension of disbelief and assume the town is bigger than depicted. We know that, for example, Narshe, which was in FF6 a nation-state big/powerful enough to openly oppose the Empire, doesn't really have six or so houses, but obviously the player isn't going to be able to explore the entire place. So what a lot of cleverer developers do is make the visible area of the city proper expand as far as the eye can see, further than the player can explore. Narshe actually did do that to a certain degree.
Narshe totally didn't. The south end of the town was the front gate, and the north, west and east ends of the town went all the way up against the cliffs. There were a couple buildings up in the cliffs without doors, but that's not really the same thing. Meanwhile most of the towns in FF4 are entirely contained inside town walls, just to make absolutely sure that no one mistakenly thinks they keep going beyond what's shown. I know it's supposed to be just kind of a symbolic representation of the town; but actually doing what you said and making it look like it's a real representation of a small part of the town seems both less painful and more interesting.
























