I used the dungeo generator for a game. I did a bit of editing to the maps because otherwise it looks empty and bland, but it looks a lot better if you 'shape' the area inside the rooms with other trees and make the canopy thicker than one line (at least three tiles thick). Here's a few examples:
Note that this was for a joke game so it's not my best mapping but to give a general idea of what I mean, it works.
@Emanzi It's a bit bright, but if everything is like this, it's consistent and not a problem.
I'd make it darker, but I'm not a fan of bright colors anyway. It also depends on your game's style/genre/gameplay type.
I don't know what this "dungeon generator" is, since it seems different from the default one in RPG Maker MV, but they certainly look way better! It looks more like a proper maze and for a game that focuses on mazes with perhaps secret locations for boss fights or treasure chests, that may be simple but actually work.
I love your verison of it too, but in a different way. It's more narrow, but that works well with the detail you add to it! It can be like finding hidden locations and places.
Don't see anything wrong with either of these myself. Just depend where and what you do to them next and your game theory plans. In @Ksi case that's more clear but in @Dama case you could still make something more simple as mentioned above, with those wider paths.
I have a small optional town like the one you have but most of my maps as you said are empty and low on details.
I used the MV's default one and made some changes on it, I don't know exactly what was its raw form, because it has been past 2 years.
It has multiple entries but there's only one that connects to sides of the jungle. I want that player trying to find the main entry that's why I didn't want it to be simple and used dungeon generator. On the other hand finding main entry may be difficult causing the player to give up. Of course there's a hint somewhere but finding that hint can be missable.
Phenax: that is less the player is inside a giant tree and more the player is inside a giant treehouse. The addition of creeper vines, ivy, grass, tall grass, plants and flowers of all kinds, really ANY FOLIAGE AT ALL would make it more tree-like. That said, the second screenshot IS a big improvement on the first.
Emanzi: I definitely prefer the one with no filter. In any case, awesome game title and really stylin' graphics.
Tuomo: I like the maido on the left. Not sure what else to say, not knowing if you drew these ladies or if they come from a VN graphics pack.
Lorenze: holy goddamn **** that is ****ing awesome. Pardon my french.
@Phenax I think it starts to look great. I think being inside of the tree makes less light to grow leaves in the hollow trunk. But if you could go a bit parrallaxy or adding a layer on top and create kinda cracks on the edges of the walls to follow the wood cracks from the image below, it might help. Also maybe mushrooms, moss things, sap concentration and maybe lil insects as internal fauna. But I get the idea and I was wondering if each square with doors were new homes.
The highly advanced blackjack system from Adventures of Dragon upcoming full release. Just gotta finish up the background for it and polish up the texts and it's all good.
I'm a crazy person so it has stuff like doubling, blackjack, surrendering and insurances among with face cards and almost everything else that you'd expect from actual Blackjack, aside splitting which would have been just insanely hard to bring in.
It's been 3000 years...
But *phew* finally making dungeon progress. I'd save myself so much time if I would just... remember to reuse my older assets omg.
@Phenax I dunno about those wall tiles for a tree... It looks more like a civil war army fort than a tree. I think making the map less square and picking a vertical grain would be really impactful. Also seconding the addition of some foliage or vines. In the spoiler is a screencap from inside a tree in Golden Sun.
@Emanzi I actually like the filter more. Maybe a different filter that's not quite as washed out would be good, but I think the filter really helps tie all the colors together and makes the graphics feel like they belong together more.
@Marquise*@ashikai Thank you both for the feedback. I wish I could make the room less boxy, but there is a reason for it. The player has to distribute mail to the rooms. He has to deposit the correct mail into the boxes that are in front of the rooms. The signs next to them say the name of the person that lives in that room. The name itself is a hint, for example the spoon has to be distributed to "Tasty Squirrel". So I'm not sure how to make it less square. I'll definitely keep in mind the suggestions made, just gonna first make the game playable from start to finish.
I tried to make the storage room (which is beneath the tree) less boxy and overall more interesting. In this room nuts appear at random locations, for a random duration and at a random interval. It's one of the ways for the dragon to collect the nuts he needs.
So the concept for my Game Jam project is way more than I can complete before the deadline. But I think I found a way to get the core done and make the incomplete parts either not really noticeable or make them a part of the story for now. That sneaky, dastardly Krampus! Then I can complete the rest. Did I mention that this is fun?