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World Maps

I'd have to agree with you Lucidstillness. I've never actually played an RPG that didn't have a world map and so it seems strange to be without one. In trying to force the player to have actually try to walk around the world without it being condensed is just plain silly. Really, LockeZ what kind of RPGs do you play that don't need the medium of a world map. Even the Secret of Manas needed it for the Flammies when flying.

World Maps

But it does seem so strange for RPG games not to have one. There are ways to get a nice world map without overwhelming the player and the maker. In my first game, my map is too big. The second one I'm doing is still running into that problem, but it's smaller, and I did have to pair it down. Farther more, although you do have a point about the epic-world spanning plot, what if your game does include more than one country. Should you just map those areas, like in Xaran Myth, or map the whole world. Although there are many different styles of games to play the ones I've seen actually need a spanning world map, or it's equivalent.

Demo/Final Product

I have a question about the Demo and the final product. The demo is put out before the product to get the gamers interested in the final product, and then you put out the product. At least that's how it is ideally. But at this site, it's possible to have both out on the same page? When the final product is put out should the demo still be available?

World Maps

In my personal experience with games, I am accustomed to world maps. It never occurred to me that games could be made without a world map. In my first game I created a huge world map, probably too big. I am still trying to figure it out. I totally agree about the faster movement. However even in some of the more modern games out there, there is a need for the world map. When a person goes from being in the woods and goes flying in the sky or boating in the ocean, there is usually a world map to show the greater expanse of the world. If there is no flying in the sky, how would you get around quickly. I guess a teleporter or warp point.

new and need help

One more thing that I think would be of good advise for someone who is brand new to RPG making. The maker program that you decide to get will come with a specific template. That template is alterable with the help of scripts. As a beginner you probably don't even understand what a script is. My advise is don't worry about learning about that yet. As a bare beginner, I would learn how to use the template and all of it's rules before you even consider altering it.

new and need help

How you get a hold of a maker is something you will have to figure out on your own. As to figuring out how it runs, there are countless decent workable tutorials that don't even require you to sign up onto the website you can get for free. There's no reason you have to pay anything for the tutorials at all. Here's another website that has some really good tutorials, you just have to find the ones you need, and that won't cost you anything but time: http://www.hbgames.org/forums/viewforum.php?f=48 also not for interest, XP costs less than VX, but find the right one for you.

Throne's Ascension

How far did you get in the game, because you will have three characters before you leave Country, barring Fallo's story?

"Hello there!" The Dialect of a Town NPC

This article is of definite use to everyone, but some people don't have the knowledge or inclination to work THAT hard on their NPCs. I know I don't. Oh...there will be a few, and they I take seriously, but the average person off the street, who cares. Maybe the writer...one idea I had in helping make dialogue a little more interesting, even though it would be read over and over again, is give each city it's own theme: one had a major assassination attempt, one has a child that shines above the rest, a new law is being written about it, etc. And then base most of the dialouge on that particular theme. Although it wouldn't reduce the tedium of reading the same lines over and over again, it would show that the world is more alive.

Eternal Destiny

I have a difficult time with that as well, one way is have a theme for every city. One city experienced an assassination attempt. Another (more small town) has a child that shines above the rest of the local population. One is getting ready for war. A new law is getting passed. There are lots of different possibilities with themes, and then you have the majority of the inhabitants talk about that theme. Always have a few that talk about the bigger picture, or don't, but that's one way to broaden the dialogue of the static, NPCs.

Houses with not much in vs locked houses.

In my first RPG I ended up mapping just about every single house, and when you have as many houses as I put inside my towns and cities, not to mention the number of cities, it got really tedious really quickly, but at the time I was under the impression that all the houses had to be mapped, and so I did. Then I learned otherwise. In this next game I'm making, I am trying to stay away from that, and that means only as I need them, and truth be told, there are so few that are needed. For the maker it's also a matter of the work, I am only working on my second or third game, so I still need to figure out the medium. As a maker, I should think, what we need to do is choose a method, and stick with it, even if it isn't practical. Maybe when it comes to the NPCs, if there is one that we should or need to talk to, or if not need, at least have something more to talk about than the town or the weather, we could give some kind of signal for that character.