mapping tips

  1. nijineko

    Whole map versus Room-by-room? [Design Conundrums]

    My current project is to recreate an homage version of a very old ASCII rogue-like as a mobile game. The maps from this game consists of walls, doors, secret doors, and openings. The maps also featured one-time fog of war (once explored, always revealed). In rooms, one could find things like...
  2. OceansDream

    Mapping Tips

    I asked some people about tips for making better maps. I also wrote some as well. Here you go! They are grouped by contributor. By Ocean’s Dream: -When mapping, keep the exits of the area clear. You want the players to know where they can leave the map instead of having it hidden by excessive...

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Interesting week. Lots of stress and anxiety especially on Tuesday but still got thru it. How is everyone doing?
I was pleased with how the little ... whatever those square bits like upside-down turrets on the skirt are? I like how they turned out. Here's a little ranger/bandit/archery enthusiast to model it:

TestChara-08.gif


I'm calling her Robin because obviously.
Just downloaded the demo and boy howdy are my arms tired (???) :kaohi:
I just watched a trailer for the upcoming 2021 JRPG Fantasian. They demonstrated an interesting mechanic where random encounters can be sent to a stockpile instead of fighting them right away, which can be emptied in a single battle string at the player's choice of timing.
"The pleasure from the senses seems like nectar at first, but it is sour as the toxin in the end." -Kirshna

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