We can also tell a small story about how the room near the exit is used by travelers as a place to rest by having a small fire flickering that someone forgot to extinguish. We can make exploring the deadends worthwhile to our player by adding treasures there for them to find, or if we’re using on-map enemy encounters we can add some that wander the map (though if we did go that route we would want to make sure there are paths our player can take to avoid battles, unlike the limited paths this example map). If we’re happy with our map, then we can switch over to the eventing tab to add in some events to bring more of the map to life. We can always come back later to tweak placements, so aim for a look that you enjoy without worrying about perfecting it. And if we know our player isn’t going to be spending ages in this dungeon, then we don’t need to spend ages making sure each path is perfectly decorated. We do need to keep in mind that there is such a thing as overdecorating, especially if we accidentally place a bunch of tiles that block our player from reaching the exit. This is where we could do some extra thinking and make the placements realistic (such as putting plants only near water and light, or putting dirt on the floor in areas where people aren’t walking), but putting stuff where we think it just looks nice is fine too. This includes any version from 95 to Unite to any of the console titles. In our upper and lower-left rooms, let’s add small raised sections where our player can’t walk as well as water, moss, and dirt to spots around the map. This is a subreddit focused on discussing RPG Maker. With our cave’s general layout figured out, we can start playing around with decorations to make it feel more natural. Step 3 - Adding Elevations and Floor Details Of course, our exits aren’t set in stone, so if we decide later on that we need one moved we can always do that. We can also include the entrance and exit to the map at this stage, to help us figure out where we may need more space (such as if we want a cutscene with all our party members present before they exit the cave) or where we’ll need to remove sections of the cave so that the doorways make sense (like the upper-right corner where we need to fully remove the hallways).
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