Since I’ve just spent a bit of time painstakingly stitching together the various screens that make up the maps for one of my as-yet unrevealed game’s “worlds”, I thought I’d take the opportunity to tease said game a little by sharing said stitch.
Here we go, then:
This isn’t the complete map as yet, though most of the south to southeasterly portions are now done. There’s a fair bit to do in the north and the west of the map, and then I can finally start making some events to go on it. And building dungeons! Fun times ahead.
I decided early on to make the game non-scrolling and instead move screen to screen in a somewhat old-school fashion. This has proven to mostly be beneficial to my overall efforts of putting things together, because it means I can tackle it in small chunks rather than being overwhelmed by the prospect of creating an interesting scrolling map. It’s also been a challenge, however, to ensure that the player can’t wander off the side of one screen and find themselves on the next embedded in a wall. Fortunately, the very act of stitching the map above together has helped me to spot any such glaring errors and fix them easily.
To design this map, I did a simple old-school adventure game-style map on paper first, using a square for each screen or “room” and lines to indicate connections between rooms. Then I numbered each of the boxes, since RPG Maker numbers the maps you create, and the plugin I’m using for automatic transitions when you walk off the side of a screen is dependent on these numbers, before finally tackling it a bit at a time. In order to finish this “world” I’ll need to get up to map number 125; as of the stitch above, I’ve reached 84, so things are flowing along quite nicely so far.
I had a rough concept in mind for the overall map when I started, though it’s evolved a bit as I’ve been putting it together. I’m trying to give things a vaguely realistic scale rather than the skewed, exaggerated scale seen in RPGs with a “world map” screen; to put it another way, it’s more a Zelda approach to an overworld than a Final Fantasy, though the gameplay uses a separate turn-based battle screen rather than Zelda’s action RPG-esque combat.
As I’ve mentioned a couple of times, this is just one of several worlds players will visit in the game. Each world is going to have a slightly different style of play about it: this one has the aforementioned Zelda-style overworld with discrete dungeons to complete; another is going to be a Resident Evil-inspired haunted mansion kind of affair with plenty of puzzles; a third will be a more linear sci-fi world; a fourth will place emphasis on character interactions and narrative rather than combat; and the final world, which you’ll only be able to enter once the previous four have been completed… well, that’s a secret!
As a great man once said, please look forward to it.