Adept at ineptitude
- Mar 3, 2017
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You have a lot of dead space - and you can tell mostly because you're filling your spaces with the same items many times. I would cut your maps by almost half to be honest - keep in mind that when there's a lot of repetition on a map they look a lot less lived-in/viable.
My first piece of advice is make the room 5x smaller.
Can I disagree for a bit here? We all know the general rule of designing anything (or at least I hope we do): form follows function. This cabin isn't just a cabin for one guy. It's a cabin for a mining crew of up to sixteen people. It'd already be cramped with sixteen people in it. If I half the size of the map, it will look much less like a building meant for several people. But maybe you're saying, "but the function is primarily for gameplay," and I can see your point. But two things: First, this building in particular is made for world-backstory-exposition and generally environment rather than gameplay anyways. Second, and more importantly, you have to draw the line somewhere. Of course, many realistic things would ruin gameplay, but, on the other hand, too heavy a focus on gameplay can ruin the game world. Or I'm just making up excuses so I don't have to redo the map. I'm also just now realizing that I used the exact same crack pattern throughout the entire thing. I'll definitely fix that when I get the chance. And is dead space really that bad? I don't think it's so bad when I'm playing.You have a lot of dead space - and you can tell mostly because you're filling your spaces with the same items many times. I would cut your maps by almost half to be honest - keep in mind that when there's a lot of repetition on a map they look a lot less lived-in/viable.
Sorry, I don't really have the time (or dedication, honestly) to download a game and a set of tilesets so I can look at some houses. ¯\_(ツ)_/¯I'll link you to a project that I think does in-editor mapping really, really well and you can take a peek at their construction.
The problem as I implied and @IAmJakeSauvage actually mentioned was that you have way too much space and you are re-using assets for the sake of filling up space, so while I understand your intentions, I would take a look and what assets you do have and what assets you can work with and shrink the building to something that the assets you do have can be used with out serious repetition. You can make a building designed for 30 people, but have "rooms" the player cant access, like in some FF games there a pub with a door you cant access, it allowed them to make the room smaller, but give the illusion there was more.It'd already be cramped with sixteen people in it. If I half the size of the map, it will look much less like a building meant for several people.
Thanks man! The fire it's animated, 6 frames and about the junk it's a edit.
Could you please explain more? I haven't played a FF game in my entire life. ¯\_(ツ)_/¯You can make a building designed for 30 people, but have "rooms" the player cant access, like in some FF games there a pub with a door you cant access, it allowed them to make the room smaller, but give the illusion there was more.
Well, I try to defend my design choices yet I honestly didn't plan it out much.There are a few things I noticed however. While you say that 16 people live there, I only counted 15 chairs? Only 12 of them are at the tables, so where does the rest of them eat? The room is also missing any sort of cooking utensils and places to store food. Continuing this thought, I believe there is not enough storage space in general.
I'm just too lazy to make/find an overturned bed tile to put on the first floor.Also, upstairs there's this huge hole in the floor, and the bed is shifted down to avoid the hole. But wouldn't miners be able to fix it, at least provisory? Or, if they didn't live there anymore when the hole happened, who shifted the bed?
Oops. Forgot about that too. Wow. I did say that I was bad at indoor mapping, and I was right!The carpet and floor looks somewhat awkward to me as well. I don't think carpets crack like that? Neither do wooden floors as far as I'm aware. The planks would get rotten and break, with the ground beneath them showing through. And with the hole upstairs, wouldn't there be a huge pile of debris downstairs? Or did someone remove it?
Any rpg game will have this. Look at any you play or have played, they will create spaces with doors or rooms that you as the player cannot go to. When creating maps its important to ask your self: Why does the player need to go over here, whats over here for the player, is it story? Is it items? Can they be moved to the main part?Could you please explain more? I haven't played a FF game in my entire life. ¯\_(ツ)_/¯
The only RPGs I remember playing are Pokémon and Paper Mario. And Zelda: a Link Between Worlds, if that counts. And so, I've pretty much learned that buildings in RPGs are one or two rooms each. (I still haven't gotten a chance to redo the map yet.)Any rpg game will have this. Look at any you play or have played, they will create spaces with doors or rooms that you as the player cannot go to.
Empty glasses would be a good idea... They probably tidy up in the evenings after a day's work instead of in the mornings before getting to work. I plan on redoing the second floor too. And when I do, I'm going to use bunk beds, thus doubling the amount of beds.How about some empty glasses etc on the table?
Sure, theoretically the guys tidied up, but practically it would make your map look more lively ^^
But those were.. 16 miners? Are the 32 seats intentionally?
Autophagy was right, I'm just making the map as a normal house, and then when I get the layout down, I'm going to trash the whole thing.And the cabin is still abandoned? putting back some moss would do a good job.
I don't remember if there were default in rpg maker broken chairs.. if not, there are resources in the forum of rtp edits, as it's a small tile, it could be added easily on one of the existing tiles, broken chair, thrown chair, or with spider web, then I'd replace 1 or 2
I'm just quoting this so I can remember to do that when I get the chance. All of your ideas in this post are pretty good! I do plan on extending the left side if I can figure out what to put there.A thing about the tables that I thought of just now, I believe it would look better if there weren't two huge tables but instead a couple of smaller ones. I imagine it would be hard to build and transport such big tables, it's more something I would expect to see in a royal people's dining hall. So you could divide the big tables into smaller ones. But this is highly optional, it's totally possible that they built such big tables and transported them into the cabin. It just seems unlikely to me, you know? But like I said, it may be a nitpick.