FROM ARCHADES TO CRESCENT ~ TOWN DESIGN FOR THE SOLO DEV
Posts
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I tried to wipe my brain clean but I wasn't done yet and continued to shit.
author=Corfaisus
The answer to all the questions posed in this thread? Maximize your effort/whatever by making all towns a menu with a pretty graphic behind them. Draw one thing, throw in a couple message boxes and you're done. Now wasn't that easy? But here's the thing, that's not the answer. You don't want menus in your face all day, you want to be able to live in this fantasy world. This requires that you take the time out of your day to develop this fantasy world.
You know how I got to be so "good" (I don't think it's a matter of being good or better than others, so much as I'm finding myself less new things to learn)? People stomped on my balls with some cold hard truth. Once my balls had the time to heal, I went back and looked at my abomination of a map. I made some changes until I thought it was at a point where I wouldn't get my balls stomped on again.
A few things. First, Craze's opening post specifically states we're talking about towns that aren't just a menu. Second, "try harder" isn't actionable information. Third, you're equating tile layout with a town being good, when it's only a small aspect of it. This post isn't about how to do the least, it's about how to get the most out of what you do.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Judeauthor=CorfaisusA few things. First, Craze's opening post specifically states we're talking about towns that aren't just a menu. Second, "try harder" isn't actionable information. Third, you're equating tile layout with a town being good, when it's only a small aspect of it. This post isn't about how to do the least, it's about how to get the most out of what you do.
The answer to all the questions posed in this thread? Maximize your effort/whatever by making all towns a menu with a pretty graphic behind them. Draw one thing, throw in a couple message boxes and you're done. Now wasn't that easy? But here's the thing, that's not the answer. You don't want menus in your face all day, you want to be able to live in this fantasy world. This requires that you take the time out of your day to develop this fantasy world.
You know how I got to be so "good" (I don't think it's a matter of being good or better than others, so much as I'm finding myself less new things to learn)? People stomped on my balls with some cold hard truth. Once my balls had the time to heal, I went back and looked at my abomination of a map. I made some changes until I thought it was at a point where I wouldn't get my balls stomped on again.
That's why there's stuff like NPCs and music to breathe life into your town. And no matter how you want to spin it, the layout of tiles on your map actually does quite a bit in terms of making your town good.
I was thinking of contributing to this thread, but really, it's just become Corf's personal diaper to piss and cry into so what's the point? Maybe I'll do a blog post about towns in Songs from Aelsea instead.
*dies while patiently waiting for a thread on RMN that isn't spun into a shitting match*
*dies while patiently waiting for a thread on RMN that isn't spun into a shitting match*
author=Corfaisus
That's why there's stuff like NPCs and music to breathe life into your town. And no matter how you want to spin it, the layout of tiles on your map actually does quite a bit in terms of making your town good.
More insightful, actionable information from Corfaisus: NPCs and stuff. You're looking at this from too low of a level. It doesn't matter how you capture the hill when holding it doesn't win the war.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Pizza
I was thinking of contributing to this thread, but really, it's just become Corf's personal diaper to piss and cry into so what's the point? Maybe I'll do a blog post about towns in Songs from Aelsea instead.
*dies while patiently waiting for a thread on RMN that isn't spun into a shitting match*
I don't know, man, this page is lookin' pretty good so far.
author=Judeauthor=CorfaisusMore insightful, actionable information from Corfaisus: NPCs and stuff. You're looking at this from too low of a level. It doesn't matter how you capture the hill when holding it doesn't win the war.
That's why there's stuff like NPCs and music to breathe life into your town. And no matter how you want to spin it, the layout of tiles on your map actually does quite a bit in terms of making your town good.
The only way it's going to become more actionable or insightful is if I'm already inside your head. I don't know your game, I can't tell you how to make it. What works for your game doesn't work for every game. There's no checklist to a perfect town. If you think there is, you're a damned fool.
It's not my job to hold your hand and teach you how to piss.
I answered your question, but you're asking more and negating any previous attempts I've made. The way you're going now, no answer would suffice. You're defeating the discussion at hand this way. You're asking for more than what is reasonable to ask of another human being.
author=Corfaisus
The only way it's going to become more actionable or insightful is if I'm already in your game. I don't know your game, I can't tell you how to make it. What works for your game doesn't work for every game.
Nah, you don't need a specific reference to talk about design principles--at least I don't, and neither do people much savvier than I am.
Let's talk about an aspect of layout, which is supposed to be one of your specialties, which I'll refer to as Centrality.
The centrality of a place can be evaluated by its connectivity with other trafficked places. In other words, you want to think about your town's layout in clusters, and then to plot the most important cluster central to the other clusters--this doesn't necessarily mean the geographic center of the town, but the traversable center where all paths coalesce, which is most often the geographic center or the town entrance. Intuitively, this means the item shop is in proximity to the weapon shop, which is in proximity to armor shop. This is intuitive to you because shopping districts exist in all RPGs and in real cities too. This improves the player's experience in a town because a frequent reason for a player returning to a town is to restock items and upgrade their gear. By centralizing this function, a player's time isn't wasted by having to trek from one corner of the map to the other.
However, this extends beyond shopping. If an NPC is useful for scenario advancement, it is beneficial for that NPC to also have high centrality to improve their discoverability. This is the reason you often find important NPCs standing near the inn, or prostitutes by airport motels. This helps with a game's pacing, but also cultivates and then rewards player expectations--I can find things where I think I can find them based on intuition and previous experience.
Ideally, to get the most out of both Centrality and Explorability, your centralized NPCs are not critical for scenario advancement, but instead direct players to the more hidden fringes of the map, where the critical NPC resides. This rewards a player's intuition, but also the player who wants to discover the critical path independently. This is a principle that even the first Dragon Quest understands. One of the most centralized NPCs the town of Rimuldar tells you that somewhere in town is a hard-to-find Magic Key shop, a part of the scenario's critical path.
This is just an obvious example, but it's not hard to look at design through a more academic lense without having a specific game to review.
Guys, seriously? Did this thread have to get derailed into a shit-flinging fest where instead of actually discussing about the topic at hand, we're attacking other people's character? Cool it.
I'm positive this instance doesn't constitute a majority of discussions here. It just happens to be a noisy exception.
author=Pizza
I was thinking of contributing to this thread, but really, it's just become Corf's personal diaper to piss and cry into so what's the point? Maybe I'll do a blog post about towns in Songs from Aelsea instead.
*dies while patiently waiting for a thread on RMN that isn't spun into a shitting match*
I'm positive this instance doesn't constitute a majority of discussions here. It just happens to be a noisy exception.
author=Pizza
I was thinking of contributing to this thread, but really, it's just become Corf's personal diaper to piss and cry into so what's the point? Maybe I'll do a blog post about towns in Songs from Aelsea instead.
*dies while patiently waiting for a thread on RMN that isn't spun into a shitting match*
Your posts about Aelsea's interiors are actually part of what inspired my posting this!
I like cozy, quaint towns. Something that recalls to home. Doesn't have to be anything fancy but it's warm and wants you to return to your roots or your humble beginnings. Maybe it's just me but especially towards end game after all the shit you've been through it's nice to return to simplicity. I like to add some of my own RP stuff to games (I'm sure we all do for games we played a.million times)
I.also enjoy when towns change to the course of actions like Lindblum in FF9 after being devastated. Seeing this places and being like "wow" and talking to NPCs that are dead or in ruin is satisfying in a dark way kinda.
Sometimes the more grand the more bland.
I.also enjoy when towns change to the course of actions like Lindblum in FF9 after being devastated. Seeing this places and being like "wow" and talking to NPCs that are dead or in ruin is satisfying in a dark way kinda.
Sometimes the more grand the more bland.
corfaisus you're being a ~T R E M E N D O U S~ asshole by implying that because someone doesn't want to spend the rest of their lives working On Graphics that they're 'cutting corners.' If graphics aren't your strength, and therefore require more effort of you than of other people, it's MORE than intelligent and efficient to find a way of overcoming the effort involved than it is to spend ten years on graphics for a game you may not be passionate about in ten years. And it's absurd to expect everyone to master every aspect of game development as a solo game dev -- that's just not how it works except for a very talented few, not even in the real world. Essentially you're standing on top of maps that have taken you hours, even though you didn't actually MAKE any of the graphics involved (wow, such graphical skill and accomplishment, you spent hours in a map editor!!), and are telling everyone else that's the only way to do it. SPOILER ALERT: the amount of time you spend on something is NOT always directly proportionate to how good it is. I. can't. be. more. concise. than. this.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Funny you should mention Chrono Trigger, Craze, because didn't that game actually not have town maps? If I remember correctly, the "town" was actually just a location on the world map, and you could directly enter the houses from the world map. So the only effort spent on the town itself was placing down the houses on the overworld. After that, you're just left to map the individual houses, which can add personality to the owner(s) of said houses.
If you're making a game that focuses on the plight of the little people and how they react to the events of the world, that could be a good approach to take. Focus on the important areas instead of the fluff.
EDIT: Just reread the OP and somehow missed assumption #2. Whoops. Well, it kinda applies, I guess? I mean, you ARE still mapping parts of the town...
If you're making a game that focuses on the plight of the little people and how they react to the events of the world, that could be a good approach to take. Focus on the important areas instead of the fluff.
EDIT: Just reread the OP and somehow missed assumption #2. Whoops. Well, it kinda applies, I guess? I mean, you ARE still mapping parts of the town...
author=Red_Nova
If I remember correctly, the "town" was actually just a location on the world map, and you could directly enter the houses from the world map. So the only effort spent on the town itself was placing down the houses on the overworld.
oh my god you're right
I think there's also a nice way to have a happy medium between a mapped town and a menu-only "town" -- you can still have a town map, and the screen pans around depending on which building you have selected on the menu. Thass what I'm doing. not spending hours in the map editor on it though so it will probably look like shit and i should quit now
author=Corfaisus
Look back. Do some reading. Come back and tell me that again.
Take your snipe and shove it, Jude, or at the very least try harder. Taking pot shots at one's adulthood is soooo 2007.
Apparently I missed this due to page-break. Your reply makes it evident that not only are you childish in behavior, but childish in comprehension too. The reason LouisCyphre is attacking you isn't because you're using RTP--that is merely the ammunition. He's attacking you because you are behaving childishly, and highlighted it with the RTP hypocrisy.
Red, you're right and now I feel silly -- but only a little, because there ARE all the houses and stuff that just kinda felt "there" imo. Even the part with the big skeleton on the bridge that had a lot to do with the neighboring town felt pretty blah to me. The only town areas that really stuck with me from CT are the starving, failing biodome, and the millenial fair (because ofc).
author=Craze
Red, you're right and now I feel silly -- but only a little, because there ARE all the houses and stuff that just kinda felt "there" imo. Even the part with the big skeleton on the bridge that had a lot to do with the neighboring town felt pretty blah to me. The only town areas that really stuck with me from CT are the starving, failing biodome, and the millenial fair (because ofc).
If anything, what Chrono Trigger proves is that if towns aren't central to your design, then you should minimize a player's interaction with them, which is what Chrono Trigger does.
author=Ratty524
Guys, seriously? Did this thread have to get derailed into a shit-flinging fest where instead of actually discussing about the topic at hand, we're attacking other people's character? Cool it.
In all fairness to the rest of the folks here, I kind of started the name-calling, without offering a constructive response to the OP. Allow me to remedy that here.
First, a comment on the sprawling cities of Final Fantasy XII. I really liked them. I thought they were clever, intriguing, full of depth, and packed with interesting people--the first time I played the game. On subsequent journeys, I found them rather tedious.
I think a lot of modern RPGs (not necessarily JRPGs) have the same problem: They want to offer these massive, cool places to explore, but can't make the experience worthwhile more than once. The Elder Scrolls games fall into this category for me, and it's part of the reason I only ever finished Oblivion one time.
Is this worse or better than Final Fantasy 1's boring nothing-towns? It's difficult to say, but as with most things, the ideal truth lies somewhere in the middle of the extremes.
I believe that a few towns should be spectacular and most should be plain. Sometimes a town's only purpose is to serve as a way-station between dungeons (and, in some instances, perhaps an actual way-station would be better than a town!); you should not put much effort into creating those towns because the player is not going to spend much effort exploring them.
Unless something important to the story happens in a town, players are going to come into town, sleep at the inn, buy any new gear, restock consumables, and then leave. A few of the more prudent ones will talk to all the NPCs and fewer still will check all the nooks and crannies of every building for hidden stuff, and every once in a while it's worth rewarding those players. But these places don't need to be special, and they don't need to take up a lot of time. Just enough to fit in aesthetically with the world around them.
As for towns that you want players to remember, it takes very little to make a place memorable, and less still to make it meaningful. It's as easy as adding a distinct piece of architecture or an NPC with a witty piece of dialogue. Even if your mapping skills are terrible, players will remember the town where that shopkeeper subtly threatens you with violence if you don't buy his stuff, or the town built around an old, dilapidated power plant.
Those are the places where, ideally, the things in your story will happen. Those are the places players will explore and remember. So, those are the places you should spend a large amount of effort on. The rest can take a back seat.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Fuck me.
Happy?
Fine. You win.I'm gonna go hang myself. Plan cancelled. I've decided I want to live. Also I don't have a rope, so....
You do you, Craze. You make your game as you see fit. Sometimes disregarding the three-tile rule and "academia" (there's a massive difference between memorizing something and actually utilizing it; any professor will tell you this) might allow you to create your own style.
Paint by numbers. No matter what you do in RPG Maker, 90% of the work is done for you. Stop shitting on others because you're absolutely no better.
I was never here.
Happy?
Fine. You win.
You do you, Craze. You make your game as you see fit. Sometimes disregarding the three-tile rule and "academia" (there's a massive difference between memorizing something and actually utilizing it; any professor will tell you this) might allow you to create your own style.
Paint by numbers. No matter what you do in RPG Maker, 90% of the work is done for you. Stop shitting on others because you're absolutely no better.
I was never here.
author=Corfaisus
Fuck me.
Happy?
Fine. You win. I'm gonna go hang myself.
You do you, Craze. You make your game as you see fit. Sometimes disregarding the three-tile rule and "academia" (there's a massive difference between memorizing something and actually utilizing it; any professor will tell you this) might allow you to create your own style.
Paint by numbers. No matter what you do in RPG Maker, 90% of the work is done for you. Stop shitting on others because you're absolutely no better.
I was never here.
Still no actionable information contained in this post. Corfaisus, I don't think you even know what makes a town good and this is why you can't provide anything other than "try harder."



















