Until then, would you mind telling me what tilesets you used. (I tried searching but nothing...)
Certainly! It's actually a combination of a few tilesets I put together. I started with Mack's tilesets (Found here
) but removed his TileC as I didn't need it. Then I added some of the futuristic tiles made by Enterbrain (Found here
) and for my TileE used D*M's futuristic tile set (Found here
). I manually added some RTP tiles for the desert city as Mack's scenery only covered forests and caves.
I'm heavily considering releasing an updated demo that will be unencrytped at some point, as I learned a lot about VX through looking at open projects like Lost Heaven
and Drunken Paladin
(I heavily recommend those games btw). I find it's very kind of budding developers to let people learn from them like that.
If this involves careful planning for you to accomplish, could you possibly give me a few tips or thoughts that you consider when mapping dungeon/maze type of environments? That would help me gratefully!
Oh wow. I've never actually been asked this kind of question before, so I'm not sure what to say. I always keep in mind a couple of simple rules when I'm designing a dungeon environment:
- Always give the player space to move (If you have roaming enemies or NPC's, make sure
they can't block the player).
- Don't make rooms too big, try to keep in mind what the player can see given the size of the VX window (That last part is very
important, and why I favour smaller maps).
- Try to give the player incentive to explore. Make passageways and rooms that branch off the path and reward them for being thorough.
Like some other people just in this thread alone will tell you, you can rarely ever have enough detail. I typically design dungeons room by room and corridor by corridor. I ensure everything is nicely detailed before I move on. Scenery plays a large part in how much people will enjoy your game and in many ways can even be interactive (Such as the switch-controlled bridge near the beginning of this game). One other thing I like to do is keep things realistic. I know often we're dealing with fantasy worlds, but I always ask myself if what I'm designing actually makes any sense. "Would the people that built this place actually put a store room here?", that kind of thing.
So basically just keep things nice and open, but keep in mind the scale. Give the player reasons to explore your dungeons and try to make things interesting and detailed. I hope that answers your question, but if you were hoping for a different kind of answer let me know.
This post has been edited by Dactrius: Feb 28 2010, 02:50 PM