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[RMMV] REUSING ASSETS

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So, I'm nearly done mapping everything for this new game of mine, and so far have managed to avoid reusing anything for the most part in terms of mapping (enemies will be reused, but it's part of a dungeon's gimmick, so to say). However, I found out recently that in-lore for what I'm doing, the final dungeon and the current dungeon I'm working on (4th to last) are technically the exact same location, yet I'm having them in two separate locations.

Now the question is, since they're the exact same thing, that would mean I could just copy/paste the current dungeon I'm working on, to the final dungeon. HOWEVER...would this be considered a lazy workaround for the problem? How do people feel about reusing specific parts of their own game for other parts of the game, even if it's miniscule at best?? I'm curious since even in Touhou Fantasy when I worked on that, there wasn't really anything reused too often in that game, and in this one, this is the first actual time I've hit reusing anything in-game for somewhere else.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
While I don't know what you mean by "the exact same location, but having them in separate locations," there's nothing inherently wrong with the idea of revisiting a dungeon. I would probably shake some things up, like blocking off certain pathways to make the player go through a different route through the dungeon, or opening up new areas of the same dungeon to make it feel more fresh on a second visit.

Alternatively, you can only have players explore one half of the dungeon on the first visit and then the second half on the second visit. That'll reuse the same tileset and other assets while also providing a small hint to players that there will be more to explore later if that's what you want to do.
By what I mean is, there's two areas that I have but they're the same exact location. Like let's say I have a castle, and it's got established lore, and then I have another castle that has its own lore, but ultimately, they are the exact same structure-wise (yet exist in two separate areas. So you have two of the same exact places, but in two areas instead of one area). Does that make sense?

In my game, I have the Council Temple and the Ministry's Temple. I learned that these are, in fact, the exact same place (both are literally just the Council Temple). The Ministry's Temple is meant to be the final dungeon, and the Council Temple is 3 dungeons before that (there's the Timeless Era and Forest of Nightmares in-between these two dungeons). I could go with your idea with that some areas you can't visit in the Council Temple, but you can visit in the Ministry's Temple instead.

Right now, the Council Temple has 30 floors (5 for each "Concept" related to the characters there, in order of Civilization, Nature, Time, Space, and Chaos, and the last 5 are the lead-up to the final area which you can't access in the Council Temple). If I were to reuse the entire dungeon for the final dungeon, it'd be the same 30 floors. There's no puzzles or gimmicks in this dungeon (yet...don't think it really needs it, because looking at the FF series in general, several final dungeons don't actually have gimmicks or puzzles to them at all!), so it'd be a straight-shot in the Council Temple with some exploration if there's no enemies at all. For the Ministry's Temple, it'd be filled with enemies and the like.

So yeah, that's where I'm having problems with in regards to this idea. I don't want it to be SEEN as lazy, but lore-wise it would make sense for both areas to be identical if they're the same place. Your idea might be what I need to do that (though setting this dungeon up is proving to be a nightmare if I want to follow the themes lol).

EDIT - On that note, any suggestions on how to theme each of the 5 floors for the Concepts? Nature might be the easiest one, and Civilization afterwards, but what's a good one for Time, Space, and Chaos?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
30 floors?! How long does it take you to clear the dungeon? Yeah, I'm gonna double down on my recommendation to block off half the dungeon on the first visit.

author=Xenomic
So yeah, that's where I'm having problems with in regards to this idea. I don't want it to be SEEN as lazy, but lore-wise it would make sense for both areas to be identical if they're the same place.


So... who is the target audience for this game? Will they understand why the dungeons are laid out exactly the same way? If the answer to that question is yes, then who cares if anyone else thinks it's lazy?


author=Xenomic
EDIT - On that note, any suggestions on how to theme each of the 5 floors for the Concepts? Nature might be the easiest one, and Civilization afterwards, but what's a good one for Time, Space, and Chaos?


I don't know what lore you're referring to, but you'll have to dig into that to find your answer here. Just off the top of my head, you can design an intricate series of rooms and then shuffle the transfer events for them around to fit Chaos, but I don't know anything about time or space.
Marrend
Guardian of the Description Thread
21806
For Space, I might recommend something a bit more sci-fi/futuristic in it's design, rather than, well, an open barren location. Time... maybe a puzzle-dungeon based on setting clocks? I dunno. I vaguely recall a few places in World of Xeen where you set clocks to a certain time, and <things happen>.
I decided for the sake of this dungeon to just cut out the dungeon part and leave it to the 3 rooms for the Council Temple, and revisit the floors later on for the Ministry's Temple (I was going to separate the 30 floors into "Realms". I.E. Portals that you have to go into to open the main door in Council Temple, which would've fit with getting it open without having 30 floors (it'd still be 5 areas per Realm, but only 4 of the Realms would've been visited at all, Space would've been sealed off in the Council Temple).

For Ministry's Temple, I MIGHT revisit the idea of the Realms and/or having the Floors be 5 floors per Concept.

As for the target audience, it's for the Hololive folks (it is a Hololive fangame). The reason I brought it up was I'm relatively new to the thing myself (since August), and just found out a couple days ago that they were the exact same place lol. Hence the topic question...

This is what I had for the Council Temple.



As you can see, by default I have 3 rooms for the entire area. The outside area (which is the hub world btw, so you come through here throughout the entire game), the inside area (which opens up at late game), and then the hallway that's meant to led to the interior that's sealed off because of time distortion stuff happening at the time (and the player is never able to go back into this hallway after finishing Timeless Era afterwards). The idea for Chaos sounds good, my thought was to do something like the Tyranno Lair teleport thing, but I debated if that was even a good idea lol...

IF I were to keep the idea for a dungeon for Council Temple, for Civilization, I had it so that you start in a dirt cave, then as you progress through the door maze (that's the best I could think of without doing full on puzzles or gimmicks), the maps become more progressively futuristic (the 5th floor is completely sci-fi). Nature was going to be similar in that it starts off as a complete barren wasteland, then snow, and at the 5th floor, complete forest. No puzzles or gimmicks in that one either.

IF I were to try to make Council Temple into a dungeon, should I bother with the gimmick/puzzle aspect of it, or should it be axed as a dungeon? I've talked to a couple people about it that's from the fandom, and ultimately, one says that trying to make both areas the exact same is causing too much creativity problems, and the other says that it would slow down the pacing of the story that's happening at the time (to which I agree on).

author=Marrend
For Space, I might recommend something a bit more sci-fi/futuristic in it's design, rather than, well, an open barren location. Time... maybe a puzzle-dungeon based on setting clocks? I dunno. I vaguely recall a few places in World of Xeen where you set clocks to a certain time, and <things happen>.

For the Space segment, that sounds like a good idea. I do need ground and stuff for the player to stand on and whatnot, after all lol. I could probably use that for the Ministry's Temple since it wouldn't be sealed off there at all. I could reuse the idea I had for Council Temple in that there are the 5 realms that you have to go through in order to release the seal to the inner sanctums (there's 5 bosses all based on Super Fans from each of the 5 members the realms are based on, so it'd work there).


EDIT - An idea I just came up with, and this will probably be used either for Timeless Era or Ministry's Temple, is for the Civilization path, there would be traps associated with civilizations (boulders, spikes, etc.). Now the question is, how would it be best to implement these (I never actually implemented traps like these in my previous game, so I never tried this lol). For the Nature path, I can probably do status tiles related to flowers (I did this in one dungeon in Touhou Fantasy, though I don't know if the story or dialogue hinted at that...TF didn't do a lot of things good, I'll admit). So like stepping on a mushroom might give you Confusion, stepping on ivy would probably give Poison, etc., but you could also gain buffs from stepping on the right plants too. There's no Nature part in Timeless Era (that's split up between 4 characters instead), so that'll probably be for the Ministry's Temple. So that'll take care of 2 of the 5 Realms for Ministry's Temple. For the Time Realm, I think using the Clock idea could work, and changing the clock in the main room could change where the exits go in other rooms perhaps?? Or perhaps it changes what's in rooms (i.e. if the clock is at 9 PM, then you set it to 3 PM, then perhaps there will be a switch that's unveiled or a statue that's moved elsewhere in other rooms??). Chaos Realm could be the teleport maze (everyone love those, right??), but that one could probably have more ideas associated with it.

I COULD probably actually use these in the Council Temple too, but...as mentioned earlier, it might be better to just ax it out entirely from there?? For those wondering why 30 floors btw, Ministry's Temple IS the final dungeon of the game too. Don't worry, I learned to NOT make super big maps, though some maps will still seem quite large.
I don't think reusing assets is bad. Also if the dungeon is the same it would be weird if it looks different.

Btw, Final Fantasy X and X-2 use the same assets and you visit mostly old locations. And I still like both games.
Some other games do so, too. So why you should not?
...You know, you do make a good point about X/X-2 lol. I didn't even think about that bit!
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