Game & Map Screenshots 11

Tw0Face

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Well, HUD-time again, I guess. According to what @Finnuval said, I tried to increase the visibility of the HUD. This time I made it completely new to blend more with my system colors. I think it looks slightly better during night time. What do you think?

Yeah, direction indicators are new as well...



 

Kes

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I need to test my event animations, music etc. & decided to video it.
Location - one of a series of linked islands on a foggy day (it's always foggy there).
What is being shown - you walk into an outdoor classroom for aspiring magic users.
All character names can be changed by the player, what you see are the defaults.

 

Aesica

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Okay so I'm trying to make a mountain pass that starts off slightly snowy and, with each screen change, gets more and more so as the party transitions from the temperate region to the cold northern region. And I hate how it's turning out so far:


The walkable parts should be fine after a bit of fine turning, but any advice for what to put in the "empty" parts that aren't walkable? (the large empty green areas) Caves are easy because I can just black those parts out, and if I was going up the mountain I could just abuse some background parallax thing, but since it's through a mountain range, I can't do either. Any thoughts on how to approach those empty spots in a way that sort of...de-emphasizes them?
 

Kes

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@Aesica There's not a lot that you can do. They will have to be filled with the same sort of trees etc. that you have on the main pathway. One thing that does occur to me - going north makes it colder & more snowy, but logically, so should going higher. Those higher levels would have snow on them as well, possibly more snow that the Pass itself. So you could start introducing snow covered trees, logs, rocks etc. Snowy grass would also help. Which reminds me, there doesn't appear to be any long grass in the Pass. I think that the lack of ground variation is one reason why it looks a bit bland at the moment.
 

l8rose

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@Aesica One thing to keep in mind is that a player isn't going to see all of that empty space so you don't need to fill all of it in. Focus on the space you know the player will see with a block or two beyond that. Mountain passes often have ravines and little valleys nearby as well as boulders, large rocks and even pillar like shapes.
 
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If it's a mountain pass then add more cliffs to the bare bits to give the impression that the moutains are rising on each side. that takes up the 'empty space'. I know how annoying it can be to look at a map and be all "No, it doesn't look right" I personally usually decorate the whole map, even places the player will probably not see because i will see it and I enjoy it.
 

Dust

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@Dezue love the color palette! Awesome job!
 

8bitBartabas

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Yeah I like your tiles and palette! Nice work
 

Marquise*

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@Kes Wow you got a nice faceset. (apart the nice map effects and mage effects when they study.)
 

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