CORFAISUS'S PROFILE
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
"Winning" internet arguments via dismissive hyperbolic falsehoods and selective ignorance.
Unallocated Skill Points
"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
"The imperfections show the face."
Unallocated Skill Points
"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
"The imperfections show the face."
Search
Filter
Mapping Standards and Commercial Games
post=202855post=202785This is so true that it made me laugh :)post=202612Quest 64
I notice that the RPG Community champion 'quality mapping' -- and rightly so.
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.
But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?
I was watching a friend of mine play Quest 64 yesterday.
I've currently set my run through Quest 64 on hold as I tried to balance out my character which apparently doesn't work that well and causes a lot more grinding.
Hes_not_THAT_tiny.PNG
post=202656
At least my box enemies aren't solid colors...and fuck is not a selection on any menu.
That's not the point. The point is that's the first thing that comes to mind. You may want to invest in some real monster graphics.
Hes_not_THAT_tiny.PNG
post=202521
Now what game are you talking about?
http://www.youtube.com/watch?v=INK_4iF7BV8&feature=related
Mapping Standards and Commercial Games
Oddly enough, I can't even consider commercial game's environments as "maps" or "mapping" as all I see it as is a game. With commercial games, especially older ones, there's no real need to go "The mapping here is terrible compared to *other location*." as nothing will benefit from it. If you aren't focused on keeping your ass alive while trying to reach the dungeon boss, why are you playing the game? To nitpick every last detail to death?
I'm not sure at what point mapping in RM* goes from beautiful and maneuverable to cloud of flowers, cliffs, and no way out, but as long as it isn't terrible (no snake dungeons please) and shows that the game creator gave even the slightest bit of care to each map, then that should be acceptable.
I'm not sure at what point mapping in RM* goes from beautiful and maneuverable to cloud of flowers, cliffs, and no way out, but as long as it isn't terrible (no snake dungeons please) and shows that the game creator gave even the slightest bit of care to each map, then that should be acceptable.
HeroEngine Selling Seats!
The dumbest idea you ever tried to make
Ah, I nearly forgot, but another dumb idea of mine was starting a remake of the original Legend of Zelda. Sure it's doable, but ripping graphics and all else just for a carbon-copy of an easily accessible rom seemed like a waste. Unfortunately, at the point that I quit, I had worked on and off on it for about a year and a half.
Bronze Soul
I'm not sure if it has been mentioned yet but when I tried to play this game, after I started speaking to Brian the event stopped. The other events like the woman and the dog continued to move though. I'm not sure if it was because I moved and even the slightest tap causes the game to give up, but apparently there's more to the demo than that.
Also, if you change the first character's name to anything but Diane, the game doesn't recognize the change in the dialog outside of the "Ah, I remember now, her name was (name)." Also, if you give the player the ability to change names, make sure that all references to them doesn't cause the message to go beyond the box, as this happened to me when I set the hero's name to Rachael, therefore cutting the box at "wha".
Also, if you change the first character's name to anything but Diane, the game doesn't recognize the change in the dialog outside of the "Ah, I remember now, her name was (name)." Also, if you give the player the ability to change names, make sure that all references to them doesn't cause the message to go beyond the box, as this happened to me when I set the hero's name to Rachael, therefore cutting the box at "wha".













