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  • why are towns so hard to map?
    The Stranger
    The Stranger
    @IguanaGuy Looks like a gypsy camp. LOL! I love it. Thanks for making me laugh. xD
    @Maj Settlements should be similar to characters. They don't need to be boring areas with a few buildings strewn about the place. They can, and should, have a history and a personality of their own. Try to design your settlements with both their history and purpose in mind.
    taarna23
    taarna23
    My problem with towns is I always map them too big. When I playtest-wander them, I try to picture the downs in games that I like and then I start to realize how big it is, how much time it takes to get around... and then I squish it. It ends up feeling super cramped in the editor but plays much better.
    bgillisp
    bgillisp
    I started forcing all my towns to be 45 x 45 tiles unless it is a capital or a major town, then I expand if it is logical. For example Aurora is a resort town and it ended up being 45 x 90 tiles in the end (done as 2 maps). And the Dwarfen Capital is 3 45 x 45 tile maps (would be 4, but the 4th is all mountains).
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Just finished composing a boss battle theme!
Scripted a multi-variable weather system that randomizes wind speed, cloudiness, rain, fogginess, etc, while attempting to realistically account for interactions between them (e.g. wind speed affects fogginess, cloudiness affects rain, etc), the current weather pattern, and the player's biome e.g. swamp, beach, etc. Now I "just" have to tie visuals and sounds to the variables so stuff actually happens...
I'm having a headache balancing the combat using flat defense so I'm gonna use percentual armor, in this pic, Simon has 16 on Defense which means all the incoming damage will be reduced by 16% this will ease my burden a bit.
!Have a nice day everybody¡
SO glad they patched outer worlds for switch! I can finally play it! Weird that other peeps are still having issues. I know it was really chugging on my lite when it first came out.

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