2D RPGS WITH A GOOD CITY DESIGN?

Posts

Pages: first 12 next last
I'm drafting up a city for one of the locations in my game but it's proving quite difficult. I need something to look at for inspiration, aside from photos of real cities.

Does anyone know of any 2D top-down RPGs (commercial or non) in which the city looks and feels like a real city? From the top of my head, Shut Up and Jam isn't that bad.

Thanks
This is my attempt: http://www.youtube.com/watch?v=Dmv8pRXLvVk

I also liked the design of the first city in Complete Chaos http://rpgmaker.net/games/284/
Look to the first and second grand theft auto games.
Earthbound. Pretty simple graphically, but you definitely don't mistake it's setting for 14th Century France.

Don't get caught up trying to lay it out like a real city, rather than trying to get the atmosphere correct. If you have the concrete sidewalks, cars, street lights, ATMs, and all that sort of stuff, it'll feel correct even if all the houses facing south in the real world would be very bizarre. Remember that it's a game, not Google Maps.
Craze
why would i heal when i could equip a morningstar
15170
The World Ends with You and the Pokemon series showcase a realistic city and a set of very functional/interesting simple 2D cities, respectively.
post=133285
Estrana from The Way.


It had a good feel to it but was The Worst Thing to navigate and run around in. You should never sacrifice playability for "realism" in your magical fairy dust RPG world.
I didn't think it was hard to navigate and run around in, once you figured out the layout and looked at the map. It was simply massive though.
Max McGee
with sorrow down past the fence
9159
Sidenote:

I hate people who set things in the RETARDEDLY NEAR future. This includes you, James Cameron. Apparently the world was supposed to end in the distant future...the year 1997. This almost guarantees your work becoming incredibly dated. And don't even get me started about shit that has like laserguns and space combat in the year 2020. Asdfdsgffdsgsdgdw.

Later on they can retcon their bullshit hypothesizes to sound like it was meant to be "alternate history" instead but that's still no goddamn excuse.
do i need to explain to you why that's a quite astoundingly stupid point or are we good to go
The best city design is get in get out. Don't get lost, don't get trapped.
Decky
I'm a dog pirate
19645
I'm not a big fan of excessive "towns", unless they're intricate and well designed. Majora's Mask is a good example: Clock Town serves as a hub for a royal boatload of sidequests, and it's not just a place with shops and exposition. Rabanastre from Final Fantasy XII had potential, but everything was centralized to one or two locations. Thus, 90 percent of the town had no real use, aside from random NPC dialogue.
post=133510
do i need to explain to you why that's a quite astoundingly stupid point or are we good to go


Thank you.
I'm having the same difficulty as the OP. It's very hard to make a city with the sense that it's populated and expansive in a 2D format.

That city looks great, Calunio.

Does anybody know any good city chipsets/tilesets for RM2k/2k3? I'm looking for something which is modern and/or sci-fi and isn't too pristine (like Calunio's).
I like how in Pokemon to make a city look like a city without actually having every building mapped inside, they just drew lots of buildings you can't enter. Didn't Earthbound do something like this too, I don't quite remember.
Decky
I'm a dog pirate
19645
Yeah, a lot of RPGs do this. Some people find it annoying for some reason, but I don't mind it at all. Makes it more rewarding when you find an open door.
I find it acceptable only if unlocked doors look remarkably different compared to locked ones. Otherwise it's a waste of playtime.
I think I agree with Deckiller here. I like big cities with lots of doors you need to check, since it adds to the exploration aspect while avoiding making the cities super-huge and sprawling. I do prefer to have most doors unlocked so the majority of places you visit reward you, but that's not always feasible.
Pages: first 12 next last