Edge of map at edge of room or far away?

Map at edge of room, or 8-16 blocks out?


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Servidion

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So the title is kinda garbage, but I'll explain.
I'm having issues deciding where I want the edge of my maps.

1: I could do them like a lot of the older game (often in Breath of Fire 2) where the edge of the map winds up being near the edge of the screen, so when you walk into the next room you 'almost' walk off the screen. The camera doesn't follow you.

2: I could do them more like some games other games are done (many Final Fantasies) where the camera follows you right to the edge of the map, even if half the screen is taken up by darkness.

What do you prefer?
 

Rhaeami

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Generally speaking I prefer edge-of-room because it's a 4th-wall-breaking clue to the player that that's where the map ends. If, for instance, you're in a maze and reach the edge, the camera clues you in and now you have your bearings again. Of course, this can be utilized in the opposite way if you want to deliberately make sure your player doesn't know how big the map is. :kaopride:

In my current project, small as the issue is, I'm planning on spacing it out because I'll be using a zoom-in battle transition, and spacing out the edges ensures that it always zooms directly into the player's (camera-centered) sprite.
 

Servidion

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I like the idea that it's an indication as to where the map ends. Hadn't thought of that. Thank you!
 

Rayhaku808

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I'll be using a zoom-in battle transition, and spacing out the edges ensures that it always zooms directly into the player's (camera-centered) sprite.
This is pretty good idea. I usually have the map ending with just 2-4 tiles of nothingness
 

Milennin

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I like it when the player is unable to reach the edge of the map, so the camera is always centred on the player character. The player won't really know how large the map really is, because there will always be areas visible outside of their reach, giving the illusion the world is much bigger. For example, the player can't reach the left part of the map on this screenshot, even though it looks like a normal area:
It's extra work, but it adds a lot to the immersion factor, in my opinion. For indoor areas, like house interiors it's fine with a camera centred on the playable area, or having a black border.
 

Servidion

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@Milennin I always do that with my outdoor areas as it makes them feel more open. I suppose it was more of a question for indoor situations. I've since converted most of my indoor maps to have no border so the camera stops at the edge.
 

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