RANDOM SCREENSHOTS GAVE ME INSPIRATION
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Howdy ya'all. I started looking at random screenshots today on the site. No matter how good or bad they were, I took inspiration from each one. Even if its one blank room, I made my own version of the screen shot. Not stealing, but more or less looking at it and creating my own version or idea. Especially when the maps are in 2K3 and I'm using VX.
I thought it was a pretty interesting idea, so I decided to post it. It really got some productivity out of me. Has anyone else tried this?
I thought it was a pretty interesting idea, so I decided to post it. It really got some productivity out of me. Has anyone else tried this?
I do the same thing with scripts. I replicate features in games I play, like battle systems, menus and effects.
I don't replicate things already in RPG Maker games though.
I helps me a lot since I get the benefit of practicing with something that is already defined rather than partial idea or wall of text design document.
I don't replicate things already in RPG Maker games though.
I helps me a lot since I get the benefit of practicing with something that is already defined rather than partial idea or wall of text design document.
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
When making a map I do sometimes start with an example in mind that I'm trying to imitate.
For example, I was asked to make a city that exists within a vast monster-filled prison dimension, formed by some of the few people who'd survived the monsters and banded together. Any sort of normal-looking city would be inappropriate; it's the game's biggest town, but I wanted something that still gave off an air of depair and desolation. My first thought was Orgrimmar from World of Warcraft:



Obviously, recreating Orgrimmar in an RPG Maker game would be both a ridiculous amount of work and a terrible example of unoriginality - but it definitely gave me the inspiration I needed. The wasteland type ground, the surrounding cliffs, the massive front wall with guard towers, the random spiked fences on the sides of every road, the wooden bridges leading overhead to make it seem busier. These were ideas I could use.
So I hunted through my tilesets and found stuff that could be assembled into a wasteland city map. I didn't have bone-spike or barbed-wire fences, but had wooden pike fences. Using Orgrimmar style huts was out of the question, but the huts are made of large uneven stone walls, so I found some dirty-looking stone walls and picked the most disgusting roof tiles I could scounge up. Palm trees and cacti looked pretty stupid so I replaced them with tall grass. I put a waterfall in the city, like there is Orgrimmar, to explain why the citizens chose that spot in the wasteland to build their city.
And ended up making Dustopia.
I don't do this with every map, for sure. A lot of my maps are just kind of haphazardly created with a vague motif in mind but specifics made up as I go along or added at the end. Sometimes that means I've seen that type of area repeated in so many games that I no longer need to think about what it'll look like, and sometimes it means I have a very specific idea that doesn't come from any other game, and sometimes it just means I'm too lazy to hunt down examples.
For example, I was asked to make a city that exists within a vast monster-filled prison dimension, formed by some of the few people who'd survived the monsters and banded together. Any sort of normal-looking city would be inappropriate; it's the game's biggest town, but I wanted something that still gave off an air of depair and desolation. My first thought was Orgrimmar from World of Warcraft:
Obviously, recreating Orgrimmar in an RPG Maker game would be both a ridiculous amount of work and a terrible example of unoriginality - but it definitely gave me the inspiration I needed. The wasteland type ground, the surrounding cliffs, the massive front wall with guard towers, the random spiked fences on the sides of every road, the wooden bridges leading overhead to make it seem busier. These were ideas I could use.
So I hunted through my tilesets and found stuff that could be assembled into a wasteland city map. I didn't have bone-spike or barbed-wire fences, but had wooden pike fences. Using Orgrimmar style huts was out of the question, but the huts are made of large uneven stone walls, so I found some dirty-looking stone walls and picked the most disgusting roof tiles I could scounge up. Palm trees and cacti looked pretty stupid so I replaced them with tall grass. I put a waterfall in the city, like there is Orgrimmar, to explain why the citizens chose that spot in the wasteland to build their city.
And ended up making Dustopia.
I don't do this with every map, for sure. A lot of my maps are just kind of haphazardly created with a vague motif in mind but specifics made up as I go along or added at the end. Sometimes that means I've seen that type of area repeated in so many games that I no longer need to think about what it'll look like, and sometimes it means I have a very specific idea that doesn't come from any other game, and sometimes it just means I'm too lazy to hunt down examples.
I get good inspiration from music and Anime. I actually get the most and strongest inspiration from my dreams. Most of what I draw and design has come from the most unknown depths of things I've experienced and forgotten when I dream, and then I combine it with music and Anime I liked.
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=WolfCoder
I get good inspiration from music and Anime. I actually get the most and strongest inspiration from my dreams. Most of what I draw and design has come from the most unknown depths of things I've experienced and forgotten when I dream, and then I combine it with music and Anime I liked.
You get map inspiration from... music?
Really? How does that work exactly?
And man, the only thing I remember about my dream last night is that slices of peaches kept coming out of my mouth and wouldn't stop for like ten minutes, I just kept vomiting up whole sliced peaches in the house and in the yard and everywhere, regardless of how much I'd chewed them beforehand. I sure don't remember enough else details to, like, influence an area's wall textures or object placement or anything significant. Okay, I guess I remember that there were like fifty trash cans for some reason, but I still probably wouldn't include that in a map of the area if I were making it in a game.
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