![]() made in vxa and has some of the best examples i can think of of maps that are natural feeling and stay interesting to the player. If you want good examples for rpgs keeping areas looking natural and varied to try and like, get a feel for what im saying, check out jimmy and the pulsating mass. just give them a path to follow with multiple branches and hidden things to find along the way. dont show them signs as to which way is right either other than marking exits. give them a map with places to explore and find some things, like loot or silly npcs/interactible objects. have a loose path.Īlso, good ways to keep a map both organic and fun: let the player explore! dont just drag them from point a to point b. and dont make the map too open! dont just give them a large square. you can make a map feel a lot larger than it is if you have the pathway constantly changing direction, sometimes elevation. Still keep your maps compact even outside of houses! dont make long strips of land with nothing in them. add bridges across gaps/rivers, higher or lower levels of elevation that you access via rope/stairs/ladders, etc. Like plenty of trees or bushes in outdoorsy areas, skeletons hanging from walls or something in like a crypt, stalagmites or crystals popping out of the floor in a cave, etcĪlso try to keep things as more than just a flat stretch of ground. Heres a title screen I would most likely use if this were an actual project. For the tutorial example, Ill be basing it around a zombie theme. For VX the title size can really be anything since VX has the resolution changer thingy. dont overcrowd it, but like, try to keep a few trees, bushes, rocks, etc on screen at all times. For people who are making their title screen, for RMXP the title size is 640x480. Try to add a bunch of environmental objects.
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