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Realistic Towns, What makes a town believable? |
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Apr 11 2012, 03:59 PM
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We're out of nachos?!!

Group: Revolutionary
Posts: 535
Type: None
RM Skill: Skilled
Rev Points: 15

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So I was going to just request a town, but from what I've checked, there are no places for requesting specific maps, only for people to join teams. So I might as well learn, what exactly makes a town map look believable. Stuff like this  Like, I guess I could take stuff from this picture, but do you guys have any specific details that would help in making a good looking town?
This post has been edited by MEands: Apr 11 2012, 04:00 PM
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Apr 11 2012, 11:51 PM
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Level 2

Group: Member
Posts: 22
Type: Developer
RM Skill: Intermediate

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If you have the tile set, I could help you. I am (Not trying to boast) one of the better mappers around, and I can certaintly work in puzzle aspects into the map itself, while keeping a grand deal of detail.
If you want skype me sometime, or PM me and we can work things out.
Skype: BlueDayReborn
Find "Nosaj?"
Mapping is probably my strongest aspect along side eventing and game balance.
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Apr 14 2012, 04:52 PM
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Level 13

Group: Revolutionary
Posts: 222
Type: Event Designer
RM Skill: Skilled

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I like the cloud shadow effect and the colors look nice overall, though the color of the rooftops kind of blend in with everything else and make the depth seem a little hard to determine for me...are those lamp posts on top of the buildings? I think NCP's are what really makes a town. Giving each town a theme (a specific economy type, like mining or agriculture, or worship of a common god/goddess) can help give you direction in creating dialogue for its inhabitants. QUOTE (MEands @ Apr 11 2012, 07:59 PM)  So I was going to just request a town, but from what I've checked, there are no places for requesting specific maps, only for people to join teams. So I might as well learn, what exactly makes a town map look believable. Stuff like this  Like, I guess I could take stuff from this picture, but do you guys have any specific details that would help in making a good looking town?
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Apr 14 2012, 10:54 PM
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efffortt

Group: Revolutionary
Posts: 5,592
Type: Developer
RM Skill: Advanced

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Yeah as said, you want to have some ideas about the town before going into the map. You don't need to have straight line streets and rows of copy/pasted square houses in a field that is entirely too big.
Geography affects the town a lot. Is it by a river? Is it in the jungles? Is it a big port town? Is it up in the mountains? How do people get around? Is it a big town? a small town? What kind of districts might it have? how many floors/levels? What kind of technology are they working with? Building material? Is it a rich town? poor? Can you get around on the rooftops? Architectural style? Your own twists on it (For example, the city is built with cathedral style motifs all around)?
There's so much you could ask yourself, plus you can look at later SNES and early PS1 (possibly GBA RPGs too) for inspiration too. Even if they're not CROWDED WITH STUFF, you can still learn things about the layout design and object placement and all. Pictures/drawings/photos too.
Even real towns can have varying floors, small roads/alleys, government buildings, temples, nice architecture and all (Particularly early mediterranean ones) so I'm not just suggesting these things to build some crazy fantastical town (nothing wrong with those either, I love them).
This post has been edited by Oceans Dream: Apr 14 2012, 11:16 PM
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 Ocean's Dreams blog! Contains RPG Design topics, Game updates and others! Also check out my tumblr for smaller but more frequent updates! http://oceansdreams.tumblr.com/
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Apr 30 2012, 12:58 PM
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Aspiring Indie Game Dev

Group: Revolutionary
Posts: 197
Type: Developer
RM Skill: Undisclosed
Rev Points: 40

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Yeah I'm thinking about this, too, because I'm making a game set in a living, breathing city, where you go about making small changes to people's lives to make them better. It's heavily inspired by the movie "Amelie". So I'm wondering how to balance the difference between a "large" city (in size), and a city that is full of activity. Because obviously a smaller city can have more activity, but will you lose that feeling of exploration when exploring lots of houses. I want the player to be free to explore the city how they wish, with tons of little secrets inside the city, meet new people, find new hobbies/activities/interests, that kind of thing. Yeah, I'm ambitious. #dealwithit  EDIT: QUOTE (Oceans Dream @ Apr 15 2012, 06:54 PM)  Even real towns can have varying floors, small roads/alleys, government buildings, temples, nice architecture and all (Particularly early mediterranean ones) so I'm not just suggesting these things to build some crazy fantastical town (nothing wrong with those either, I love them). Basically, *this*. Oceans Dream you set my imagination on fire
This post has been edited by thatbennyguy: Apr 30 2012, 01:00 PM
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May 2 2012, 08:33 PM
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Chaotic Good

Group: +Gold Member
Posts: 2,538
Type: Writer
RM Skill: Masterful

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There's a huge difference between the size of a town and the amount of activity it has.
A "large" city would simply be a city that covers a wide area, has a huge map and takes ages to walk through, but doesn't really have much to explore. Imagine a typical RPG town: you've got your NPCs, your inn, your shops etc, except it's a lot bigger. Basically, it's technically larger in that it is a big area, but there isn't really much more to do than in a normal town.
Meanwhile, a town with a lot of activity may seem huge in scope, but may not neccesarily be a large area in terms of size. These places seem larger and deeper simply because there's lots of activity; tons of NPCs to talk to, sidequests to fulfil, items to find, problems to solve, lots of places to go and explore (each with something for the player), as well as atmosphere and general feel. If you're aiming to create a town that seems large and realistic, you're better off creating the activity filled place I described above. You don't need to make a huge map, just make sure that there's a lot for the player to see and do, and not just a few shops and an NPC.
Imagine it this way: You enter a huge map with 30+ buildings that takes an hour to cross. However, the only enterable ones are the shops and the inn. Or... You enter a smaller town with less than 20 buildings, but each one is enterable and has something inside for you to do.
Which one would seem to have more depth and realism to you?
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May 3 2012, 05:20 PM
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Level 1

Group: Member
Posts: 7
Type: Writer
RM Skill: Intermediate

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Might I suggest this: Realistic Town Making
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Feb 16 2013, 03:06 PM
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Level 6

Group: Member
Posts: 77
Type: Artist
RM Skill: Intermediate

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I think jus available to roam around the city/town by going inside the houses and have little small spaces. Kids(not just adult) playing games in a town, with a ball or something. Have not just the same npc say the same thing.
Have a guy or something like "Did you know, that this town was named by the great king Alfredo? he was the founder of this town."(town named Alfredo)which that was a 1000 years ago or something. Small facts, past of it story, Kingdom hearts 2 does a really good job on that. (Hollow bastion, Twilight garden(or that second town that aerith's gives it)
But something like that, slight changes and things. as well as Traverse Town. Sorry for relating to things like this, but they do a good job.
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Apr 27 2013, 03:42 PM
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I win.

Group: Revolutionary
Posts: 119
Type: Writer
RM Skill: Masterful

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QUOTE (kayden997 @ Apr 11 2012, 04:45 PM)  People roaming the streets. That's a big one. I agree with Kayden. The NPCs make the setting more real than anything else. The SCALE you have in your screenshot looks beastly and I would tone that down. Realism is not THAT important. What makes a good town: * Exploration: A good LOOKING town is hard to define, but come up with an interesting layout. Think of the town as a simple maze, in fact. Tag it with something memorable to see or touch or explore or do or interact with like a bridge or a clock/bell tower or a water fountain or a bunch of street venders or a music performer or the construction of a big ass statue. Players should identify this town with a picture when they hear the name. * NPCs: people who feel like they LIVE here! NPC dialogue should enhance the setting and possibly be fun. If you can squeeze in some information that is useful for the story to, do so. * Music: Good Music is important. I repeat, Good Music is important. It's not just for establishing the atmosphere of the City, but since we're all probably using the RTP, this is kinda irrelevant. * Loot: I want to be rewarded for exploring your town. Make some loot a little hard to get to or see.
This post has been edited by userjosh704: Apr 27 2013, 03:47 PM
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May 1 2013, 08:53 AM
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I win.

Group: Revolutionary
Posts: 119
Type: Writer
RM Skill: Masterful

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QUOTE (lato22 @ May 11 2012, 05:09 PM)  One thing I dont think everyone cover is the size of a individual house in the town, dont forget to actually make it big enough for someone to live in! That goes for the inside and outside. Dont make a house thats only twice as big as one person cause they cant live in that. and the same goes if you make a really small house dont make the inside of the house like a mansion lol. It's neither necessary nor practical to give every NPC a proper house. Also consider that in the medieval period a peasants' house wasn't going to have a very extravagant design. Individual rooms, doors, and privacy were a luxury. I take a utilitarian approach and make most houses the smallest map size possible. The space inside is divided by 1, 2 walls top. In fact, I base the inside of my houses of these: If it fits the setting, right? It's much more manageable for the designer and the player!
This post has been edited by userjosh704: May 1 2013, 09:00 AM
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