Game & Map Screenshots 4

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Kes

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@Stridah

This may be totally off the point, but looking at your map I couldn't get a basic question out of my head.

This shows an exceptionally spacious area, one with masses of room to move around in, generous proportions, call it what you will.  But, this is also supposed to be a space carved out of a cliff.  In those circumstances would they have done so much extra work?  Wouldn't it be a marvel of compact living?

btw, the 2 rooms on the right have no torches or braziers.  As by definition there are no windows, they will need something.
 

Bloodmorphed

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I think you may need to actually ppost a project topic somewhere in the project development/releases post. But this mapping is really good and the UI is pretty.
 

Kes

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@spywaretof

Nice maps.  What I'm now going to say is possibly a matter of personal preference, though I think a number of players might have the same reaction.

Do you really need to have all that extra stuff all over your maps?  There's a clock - fine, I presume that time or day/night has some function in your game.  But in addition to that there is

a mini-map

some sort of text box top left

a full menu-type section at the bottom

text over NPCs.

Each one of those items individually is very nicely done.  But when there's all of them together it makes the map look cluttered, imo, obscuring quite significant sections of it and paradoxically having so much info means that probably after a while the player stops taking any notice of it.

There isn't a screen shot showing what happens when there's dialogue, but presumably that takes up more screen space as well.  The player would possibly have some difficulty knowing what's going on e.g. in a cut scene when so much of the screen is covered.
 

Bloodmorphed

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@spywaretof

Nice maps.  What I'm now going to say is possibly a matter of personal preference, though I think a number of players might have the same reaction.

Do you really need to have all that extra stuff all over your maps?  There's a clock - fine, I presume that time or day/night has some function in your game.  But in addition to that there is

a mini-map

some sort of text box top left

a full menu-type section at the bottom

text over NPCs.

Each one of those items individually is very nicely done.  But when there's all of them together it makes the map look cluttered, imo, obscuring quite significant sections of it and paradoxically having so much info means that probably after a while the player stops taking any notice of it.

There isn't a screen shot showing what happens when there's dialogue, but presumably that takes up more screen space as well.  The player would possibly have some difficulty knowing what's going on e.g. in a cut scene when so much of the screen is covered.
I really don't get the feeling you have here. I think all of it mixed together is really good. Though I do agree with the cut-scene issue. I'm quite interested in if that is the case or it hides the UI
 

Spy

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Hi thank you for your comments.

@Ksjp17

The information on the player's screen is really necessary because it is a ARPG and all button present on the hud are clickable.

The buttons are used to open menus, attack, cast a spell of magic, take a potion, etc ...

The HUD also displays the state of the player.

The minimap shows the quests to take or accept :)
 

Goatrider

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@spywaretof.

This looks awesome. I really like your mapping and lighting effects. Some of those tiles I haven't seen before, are they your own? I'd love to try your game, how long till the English version?
 

ipei

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@ipei

In your first map the colour of the floor tiles make them look a bit like water tiles.  But perhaps they are supposed to?
Yes! They are water tiles. It's so hard to make natural one.
 

ipei

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@Ipei - can you make the walls a bit higher? the 1 tile walls doesn't look too good.
Yes, they were a bit short. I modified them today. Soon I'll post the new version.
 

ipei

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I modified tiles to make them look more natural. Please take a look.

world.jpghouse.jpgcastle.jpgdungeon1.jpgdungeon2.jpg
 
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Spy

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This looks awesome. I really like your mapping and lighting effects. Some of those tiles I haven't seen before, are they your own? I'd love to try your game, how long till the English version?
 
@Goatrider


Thank you for your comment.


some resources are mine other is on the net.


For the English version, I do not know yet but this year!



...
 

Stridah

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@ks thanks will add light

also the buiding scales to the largest on the map, the rest of the buildings are quite small there is a whole backstory to the town. Damn double posted feel free to delete! bad habit =(
 
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Stridah

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here we go think im about ready to move on to second floor and basement.

 

Indrah

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I finished mapping the swamp temple! \;A;/ Here's a piece I was too lazy to crop properly becaus ppff



Commercial standard is stressing me the fruck out OTL (thank god the next area will be less nature-infested. Stuff you random nature >I)
 
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ipei

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And the randomness of nature makes your graphics tasteful. I love your map.
 

Dark_Metamorphosis

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@spywaretof

Nice maps.  What I'm now going to say is possibly a matter of personal preference, though I think a number of players might have the same reaction.

Do you really need to have all that extra stuff all over your maps?  There's a clock - fine, I presume that time or day/night has some function in your game.  But in addition to that there is

a mini-map

some sort of text box top left

a full menu-type section at the bottom

text over NPCs.

Each one of those items individually is very nicely done.  But when there's all of them together it makes the map look cluttered, imo, obscuring quite significant sections of it and paradoxically having so much info means that probably after a while the player stops taking any notice of it.

There isn't a screen shot showing what happens when there's dialogue, but presumably that takes up more screen space as well.  The player would possibly have some difficulty knowing what's going on e.g. in a cut scene when so much of the screen is covered.
I know what you mean with the textbox.. It would cover up a bit too much of the screen in my opinion as well. But maybe he uses bubbles or textbars ontop of the characters or in some other similar way :) It would definetely work better with that kind of a message system.

More than that I think the UI and the screens looks amazing :)
 

Spy

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@ Dark_Metamorphosis

When I display a message on the screen the player must not look elsewhere because often it is to receive a new quest.

The messages are short, not long interminable speech :)



Much information is displayed in the top of the screen.
 ​
...​
 

SOC

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Does this all look okay? Really shooting for that classic FF1-6 feel.





 

Indrah

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@Soc:

-Not sure if they're placeholder, but the enemies are very badly pixelated and widly mismatch the rest of the graphics.

-Battle backdrop is okay, but rather bland.

-The party's formation is WAY too close together. Spread them apart a bit more, otherwise it'll be nearly impossible to see who the battle animations are displaying on.

-Perosnally I'd make it so the hud area has nothing under it so it's easier to read (put a flat black tile there so the window with all your data is very clear to see. That, or make the windowskin have a less transparent backrgound.

As for feel...you're not going to get a FF feel from rtp :x But battle wise, sure, it's ok.
 
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