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RPG RPG Revolution Forums > Gameplay > Theory and Ideas
Woodsie
Well it's a bit different than that. I thought up a decent idea for an RPG and started working on it immediately. My problem is I tend to make the game as I go along. For example, I'll finish one map, then do the story and monster setups etc. for that particular area. Now, I've heard this is a very bad habit when it comes to RPG Maker, and I often read that the best thing to do is to map the whole thing first, after coming up with characters and a story. But the problem is, I suck at mapping! Especially in relation with the story and overall progression.

I really hate to ask this as I know that the usual response is "use Google motherf***er," but I'd rather get advice from people I can actually trust. Namely, you lot here on this very forum. Charming, I know. Anyway, all I need right now is a lot of mapping advice. Even if one was to point me in the right direction I would be extremely grateful.

Also (and I know this is another use Google question, but the same notion of trust applies), I'm using VX now, and the square tilesets are HORRIBLE! Seriously, I'm in desperate need of more believable tilesets, so any help on this front would be greatly appreciated.

Thanks guys, and I hope I don't sound like too much of an arsehole with this topic.
Hollows
i can map for you, if you want. im better at mapping and eventing then anything else.
MajinBangFlash
Here to the rescue! biggrin.gif

http://www.mediafire.com/?u8iykuk88yw3jmc Rounded Tilesets.

Yeah, the best way to get better at mapping in VX is to look at a few examples, and just map tongue.gif
Woodsie
QUOTE (Hollows @ Jan 17 2011, 09:24 PM) *
i can map for you, if you want. im better at mapping and eventing then anything else.

Sure, that would be great if you could take the time to do that for me, I'd really appreciate some mapping. I wonder if you could just create some so I get the general idea of what I should be doing? If you're still interested I can talk further about what I have in mind.
Kread-EX
Woodsie, what exactly are you seeking? As is, I'm not sure if you're recruiting, asking for resources or for tutorials.
Woodsie
QUOTE (MajinBangFlash @ Jan 17 2011, 09:35 PM) *
Here to the rescue! biggrin.gif

http://www.mediafire.com/?u8iykuk88yw3jmc Rounded Tilesets.

Yeah, the best way to get better at mapping in VX is to look at a few examples, and just map tongue.gif

Thanks man! I'm sure these will be of use to me. Also, given the subject matter of my game, I'm also looking for rounded versions of gory/disturbing looking tilesets, think you could help me out on that front?

QUOTE (Kread-EX @ Jan 17 2011, 10:01 PM) *
Woodsie, what exactly are you seeking? As is, I'm not sure if you're recruiting, asking for resources or for tutorials.

Hmm, a very good question. I'm not recruiting as such, though some help with mapping will be appreciated. And I tend not to follow tutorials so well, especially if the tutorial dictates I model the map after their example (e.g. I will often copy the map tile by tile!).

I suppose I just need rounded tilesets as opposed to the insipid square grounded tiles of VX, and some general help and pointers with mapping, as I fear that no matter how good my story may be, a poorly mapped game could end up being frustrating.
niicoohh
i can understand you biggrin.gif

the thing is, you will need practice before making your project, you should start with an easy game made by yourself so you can learn and familiarize with VX tools.

for advanced maps you will need a lot of eventing skills and maybe some scripting.

just see some event and mapping tutorials they are quite useful :]
Xeyla
Here is a small tip for mapping, you could try using a parallax map. You would need an image editor such as The Gimp (free) or Photoshop (buy), but you can make some beautiful maps.
Hollows
yea yea woodsie just give me the story of the game and i'll move on from that.
Woodsie
QUOTE (Hollows @ Jan 18 2011, 04:35 AM) *
yea yea woodsie just give me the story of the game and i'll move on from that.

Sure, I dunno how good it will sound to you or anyone else, but I kinda like it as an idea.

You are Mary, a twenty year old university student who has somehow been dragged into a hellish experiment named the Nightmare Syndrome to all who inhabit it. Of course, this in itself is just a theory. One thing is certain though, the Syndrome emulates the common conventions of people's nightmares (such as sorrow, guilt, fear, pain and suffering) and each type of nightmare has its own realm.

One major warning from a person who contacts Mary telepathically (when she is first dragged into the Syndrome) is that the place eats away at one's sanity, and if she were to go insane, she would transform into one of the many monsters like so many before her.

I'm planning on letting the player take two different routes making for two different endings. One path is battle focused (Mary just wants to find a way out and resume her normal life) and the other is much more story based as you attempt to delve deeper through the nightmares to find the true motives of the Nightmare Syndrome and why Mary was put there.

This is the bare bones of the story, I haven't fully thought it through yet as I want it to be a decent story that people will care about, so I'm being careful with the directions I take.
Hollows
ok so what map do you want me to start out at?
like her room, the university, where?
Kread-EX
I'll move this to Theory and Design, because it's really too hybrid for a support topic.
Woodsie
QUOTE (Hollows @ Jan 19 2011, 09:37 PM) *
ok so what map do you want me to start out at?
like her room, the university, where?

Well I've made the first few maps; I have made her start in the nightmare on purpose to create a sense of ambiguity. I want details about her life to be revealed as the game progresses.

Here's what I have in mind: Mary will experience visions of her life as she progresses. The first one will be of her room at university. So for the university map I'll need:

-Mary's room (like an apartment kinda thing)
-Some corridors connecting the classrooms
-Some classrooms
-A rooftop

Again, thank you for the time you're putting in for me. I really appreciate it.
Twin Matrix
I wouldn't map everything in advance, to be honest. Chances are you'll change your mind about things as you go along and explore the story and characters more. Happens to me all the time. I tend to plan things ahead, but not make everything ahead. One time I was making a game and one of the first things I did was finish all items, armory, weaponry and monsters in the database. BAD decision. I ended up wanting to add monsters in between, but that required to change the stats of all monsters after that. It's the same with mapping, but a bit different. :/
Rob_Riv
QUOTE (Twin Matrix @ Jan 21 2011, 02:48 PM) *
One time I was making a game and one of the first things I did was finish all items, armory, weaponry and monsters in the database. BAD decision. I ended up wanting to add monsters in between, but that required to change the stats of all monsters after that. It's the same with mapping, but a bit different. :/

Well, Twin Matrix, you have to do something first. There's nothing wrong with completing the database if you know exactly what you're putting in the database. You'll likely go back and change whatever you start with to some degree, but that's not a bad thing.
Twin Matrix
Hm, how is it not a bad thing? Seems like a waste of time to me. Better to plan things ahead, but not work everything/too much out into the database, etc. in case you'll be making changes later (and you probably will). That is doing something first, right? Then switch over to something else like mapping, etc. But that's just my view.
Woodsie
I suppose I'll flesh out the characters first of all (e.g. name and age, motives, goals, personality etc.) before anything else. I'll probably have the heroine (who I have already sort of fleshed out), a support character and a possible villain.

Is this a good start?
Rob_Riv
QUOTE (Twin Matrix @ Jan 21 2011, 10:34 PM) *
Hm, how is it not a bad thing? Seems like a waste of time to me. Better to plan things ahead, but not work everything/too much out into the database, etc. in case you'll be making changes later (and you probably will). That is doing something first, right? Then switch over to something else like mapping, etc. But that's just my view.

Well, the database is part of the game that needs completing. It's not a bad thing because you'll have all of the items, armour, weapons and monsters done, even if you go back and change it. Yeah, planning ahead is something, but just because you start with databasing doesn't mean you're not planning ahead.
Twin Matrix
QUOTE
but just because you start with databasing doesn't mean you're not planning ahead.

I didn't say that. wink.gif Like I said, starting with databasing is fine. Completing the entire thing way ahead of time, eh...
Rob_Riv
QUOTE (Twin Matrix @ Jan 24 2011, 09:32 PM) *
QUOTE
but just because you start with databasing doesn't mean you're not planning ahead.

I didn't say that. wink.gif

You said "Better to plan things ahead" as though the two things were mutually exclusive, that's all.

QUOTE (Twin Matrix @ Jan 24 2011, 09:32 PM) *
Completing the entire thing way ahead of time, eh...

I'm not really sure what you mean by "way ahead of time".
LDanarkos
As far as tips on making better maps, there's a sticky in the Tutorials and Examples section called A-Z Tutorials, and the first three links are various mapping tutorials / discussions. I strongly suggest checking them out, because that's exactly what you're looking for.
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