So i need help. My game is mostly about combat but i want to mix up a few sidequests and secrets in it. For that i need some degree of mapping.
As you can see the best i could come up with was this travesty.
I want to keep the horse-less cart and the four arrows for movement.
What i need is a map that doesnt look. Super ugly.
For example, in this picture i want to convey that there is a main path and a side path. The area is a mix of grassy and swampy.
But the results were terrible. Any help?
Game & Map Screenshots 12
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@Esoloist I don't know which tileset you are using, but the default MV tiles have a dirt path. This would, imo, be much better than the white tile you are using. No map can be ultra realistic, but try to have something that looks in keeping with the general terrain you want to show. I'm wondering if you want to have a highly styalized/abstract look to your maps. That is, I think, a more difficult style to pull off successfully than an 'ordinary' style. At this stage I think you might be better off using a default tile set until you get the feel of things.
The green tiles you are using are interesting because they have what looks like divisions between fields, or maybe grass paths? Not sure. But one of the nice things about them is that they are not 100% blocky like the rest of the tiles.
I have no idea what the black rectangles are representing, so cannot comment directly. Will it be obvious to the player?
Apart from the colour of the paths, the other big thing to think about is the way you have shown your swamp. The first question I asked myself is how the path crossed the swamp. Did it just go straight through? If so, should the colour of the path change on those tiles to show that this is a dangerous thing to do? I'm fairly sure that MV's default tiles have a better swamp tile than the one you are using. Although still fairly boxy, it is nothing like as much as the tile you have used.
Another variation - if you want something simplified as a style, and this map is just a way of getting the player from one point to another, try using the World Map tile set. It has paths, a swamp and things like trees that you could dot around, and precisely because it is a 'world map' style, no one will expect lots of detail. -
I am actually not using many tiles. Just the white path tiles. The rest of it is a parralax map.@Esoloist I don't know which tileset you are using, but the default MV tiles have a dirt path. This would, imo, be much better than the white tile you are using. No map can be ultra realistic, but try to have something that looks in keeping with the general terrain you want to show. I'm wondering if you want to have a highly styalized/abstract look to your maps. That is, I think, a more difficult style to pull off successfully than an 'ordinary' style. At this stage I think you might be better off using a default tile set until you get the feel of things.
The green tiles you are using are interesting because they have what looks like divisions between fields, or maybe grass paths? Not sure. But one of the nice things about them is that they are not 100% blocky like the rest of the tiles.
I have no idea what the black rectangles are representing, so cannot comment directly. Will it be obvious to the player?
Apart from the colour of the paths, the other big thing to think about is the way you have shown your swamp. The first question I asked myself is how the path crossed the swamp. Did it just go straight through? If so, should the colour of the path change on those tiles to show that this is a dangerous thing to do? I'm fairly sure that MV's default tiles have a better swamp tile than the one you are using. Although still fairly boxy, it is nothing like as much as the tile you have used.
Another variation - if you want something simplified as a style, and this map is just a way of getting the player from one point to another, try using the World Map tile set. It has paths, a swamp and things like trees that you could dot around, and precisely because it is a 'world map' style, no one will expect lots of detail. -
@Esoloist My main comments still stand - the white path would be better in a dirt colour and your swamp is far too boxy. Parallax maps are not an easy option, they require much more work than a map made in the editor. At least try to do one there and see how it looks before trying to construct one, it will give you a better idea of what it could look like.
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@Esoloist:
Whenever I try to do a map, I think of the following:
1.) Experiment with the tiles and take note which tiles look good together.
2.) Try to go for a healthy variety of elements.
3.) Assign certain tiles/aesthetics/visual language for each area of the current map.
Here's something I whipped up in 15 minutes given your example map area with the RTP and some of PandaMaru's bits given those three things I mentioned above:
Not 100% a "nice" map, but I hope it helps you figure out your stuff. -
Thanks!@Esoloist My main comments still stand - the white path would be better in a dirt colour and your swamp is far too boxy. Parallax maps are not an easy option, they require much more work than a map made in the editor. At least try to do one there and see how it looks before trying to construct one, it will give you a better idea of what it could look like.
Amazing. I dont expect to reach such a level though lol.@Esoloist:
Whenever I try to do a map, I think of the following:
1.) Experiment with the tiles and take note which tiles look good together.
2.) Try to go for a healthy variety of elements.
3.) Assign certain tiles/aesthetics/visual language for each area of the current map.
Here's something I whipped up in 15 minutes given your example map area with the RTP and some of PandaMaru's bits given those three things I mentioned above:
View attachment 229591
Not 100% a "nice" map, but I hope it helps you figure out your stuff. -
Going to agree with Kes above me in regards to lighting, but also keep this one as an option. Why would there be light if you’re going to another part of the cave to begin with?
Kind of curious to see where this little project will go. -
So i modified my map a bit. Used invisible tiles instead of the bland white path.
Still not that good but IMO its getting closer. -
@Esoloist Much better.
One thing you could do to make it look more professional would be to tidy up stray pixels. For example, in the field at the bottom you have some.
Also along the edges of the path there seem to be some unexplained pink bits
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Thanks! Didnt notice these lol.@Esoloist Much better.
One thing you could do to make it look more professional would be to tidy up stray pixels. For example, in the field at the bottom you have some.
View attachment 229681
Also along the edges of the path there seem to be some unexplained pink bits
View attachment 229683 -
Hi, I have been developing the second map of my game The Infernal Exile, there are still many things to finish, maybe I can make some modifications.
What do you think about the map, do you think it would be interesting to play it, or would it be a more boring experience than a 9 hours chess game?
Keep in mind that my game uses the e ABS system (Alpha ABS plugin), so the battles with on the same map.
I'm open to ideas and comments.
Map004 -
@UndeadProductions 2 things strike me initially.
The first is that it might be helpful to the player to have some terrain features which distinquish one area from another e.g. an odd rock formation at the lower end of one place, a bit of semi-collapsed wall in another and so on. Without some visual clues it can be difficult to remember if this is an area you've been through before or not. It also makes the area less boring as there is a bit of variety in it.
The second is that, no matter how closely I peer, I cannot see how the player moves from one area to another. Unless maybe they can also walk over the black bits? But even that won't help in 3 out of the 4 central parts. A mystery. -
:rswt The black pits aren't the floor, is just that I haven't finished the floor placement.@UndeadProductions 2 things strike me initially.
The first is that it might be helpful to the player to have some terrain features which distinquish one area from another e.g. an odd rock formation at the lower end of one place, a bit of semi-collapsed wall in another and so on. Without some visual clues it can be difficult to remember if this is an area you've been through before or not. It also makes the area less boring as there is a bit of variety in it.
The second is that, no matter how closely I peer, I cannot see how the player moves from one area to another. Unless maybe they can also walk over the black bits? But even that won't help in 3 out of the 4 central parts. A mystery.
:rhappy:Yes, the maps will have variety, like the first map of the game. I will update the map and then post another screenshot. -
Back with another screenshot--this time a room in an inn. Don't you love when there's a tree in the middle of your room?
It's a Gif this time -
This is where Rubia Rabbit keeps all of her wacky props like pies, mallets and explosives (not to mention exploding pies). Now you may be wondering why there's a hole on the ground.
You know how a cartoon character would usually pull out some kind of convenient prop from their pockets? Well for Rubia, that's where she gets her weapons from. -
I am thinking of making a new version of this map. It is the first map of my game, but I would like to make it a bit more extensive. I can fill in the black areas with other rooms, just like I'm doing with the second map.
It is worth mentioning that this first map is like an introduction for the player, there he gets certain essential things that will help him to progress in the game.
What do you guys think? Would it be good to expand the content of this map? Would it be too boring?
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The design looks childish, but there is certainly something noticeable behind that childish facade (that's what I perceive).View attachment 229810
This is where Rubia Rabbit keeps all of her wacky props like pies, mallets and explosives (not to mention exploding pies). Now you may be wondering why there's a hole on the ground.
You know how a cartoon character would usually pull out some kind of convenient prop from their pockets? Well for Rubia, that's where she gets her weapons from.
Where have you published the game? Is it on itch.io or somewhere else? -
This game I've been working is not going to be like a "spooky horrorfest that is disguised as something innocent" type of game. It's more like an "Interactive Fever Dream" which is a fancy way of saying, "It's just a wacky, surreal game, man".The design looks childish, but there is certainly something noticeable behind that childish facade (that's what I perceive).
Where have you published the game? Is it on itch.io or somewhere else?
I'm still working on my game so it won't be released until it's finished. -
@UndeadProductions As a map it's fine, imo. To make the obvious statement, what will make it boring or not is what happens on it, especially if you're going to expand it. I'm including in that all activities, not just battles. However, to look at that in any detail would take us outside the scope of this thread.
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Like happy tree friends?:pThis game I've been working is not going to be like a "spooky horrorfest that is disguised as something innocent" type of game. It's more like an "Interactive Fever Dream" which is a fancy way of saying, "It's just a wacky, surreal game, man".
I'm still working on my game so it won't be released until it's finished.