HOW DO YOU DESIGN A GOOD TOWER?
Posts
A good tower needs a door on the top floor that throws you all the way down.
Show it.
My game has an invisible tower built by the gods. But the gods do not understand the concept of concealment and made it be only invisible from the inside.
Show it.
A good tower should have some intricacy as far as pathing goes, and puzzles don't hurt either. I like to leave earlier-part-of-game towers as fairly simple paths with a few dead-ends to find, and the later ones in the game as all out combinations of puzzlework and traversing the right pathway.
i knew i was in for a good time when I was alone in a cabin in the middle of newfoundland with nothing but faulty towers dvds and a tv.
post=133700
Realistically a defensive tower (on a castle or whatever) would nearly always be circular, but that's kind of hard to do in RPG Maker graphics, so what about an octagon? It's pretty simple to make a diagonal wall tile, and it would definitely help the map look like the inside of a tower (a square map would just look like any other building).
I would say that a good tower dungeon should make the player go out in the open air from time to time. Like, maybe a door is locked, so you have to climb out of a high window, shuffle along a ledge and climb in another window, stuff like that. That's not a hard and fast rule, of course, and not all towers will have windows you can climb out of. You've just got to avoid having the player just walking from staircase to staircase on every floor.
If it's some kind of temple or religious building you could have a fixed test or mini-boss on every floor like the pagoda in Wutai, and at the top you get an ultimate weapon.
Not necisarily the towers made in the dark ages and early medieval 500-1200 were mostly square it was only later when they developed a circyular tower that it became standar.(I may be inncorrect on these dates but i think it was about then)
Whether you try and make it circular with diaganol walls or squar should depend on when your gameworld is set around.
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
If your game isn't set on Earth then it doesn't really matter. I mean it's not like your world's style of architecture has to precisely match any specific Earth style. If the style's close enough to Earth architecture to be recognizable then it helps viewers connect to it and think of it in a more traditional fantasy sense, but it's not actually necessary.
And if you have steam-powered robots, or magitek lasers, or lost ancient technology, or airships (especially of the propellor-boat variety), then really anything goes.
And if you have steam-powered robots, or magitek lasers, or lost ancient technology, or airships (especially of the propellor-boat variety), then really anything goes.
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
That's what she said




















