@ShinGamix, the floating roof in the back should be the roof of the tower but it seems like its floating now, guess i need to lower it a bit to make it look like one part again. So its not a flat roof but yeah the roof doesn't seem attached to it
Early screenshots of the menu I've been working on. I've only got about 4 days worth of work on it, so most of it is just placeholders for now (i.e. don't mind all the repeated icons and what not). I'm mainly looking for advice/criticism on the layout, color choice, whether the windows make sense, if you can tell what everything is clearly and if you think there's anything missing.
I'm making a D&D based game and the D&D ruleset is known for being complicated and hard to understand at first. I'm trying to borrow elements from other "normal" console RPGs to see if I can make it easier to approach.
The yellow inventory boxes on the above two shots won't be visible normally. They'll show up only when
you're actually in the process of equipping something. They'll all be scrollable, of course.
I'm probably going to add a Final Fantasy-style help cursor in the menu later on to make it a little more understandable, since I don't really have description windows. If you're not familiar with that, several FFs and a few other JRPGs allow you to press a key - usually SELECT - to bring up a cursor that can highlight any of the icons or labels on the menu screen. Hitting confirm while highlighting it gives you a tooltip or a message box explaining what it is.
No shots of the final two options yet cause I haven't gotten around to implementing them (and I'm still not sure how exactly I want the spellbook window to look like).
Thanquol180: Your first map is kind of bare bones and I'm not sure you quite got the perspective you were going for. Looks less like a pyramid and more like a giant block from an odd angle (The stairs in the upper middle look like they're going up). I don't think there's a very convincing way in RPG Maker to make steps appear to be going lower as they go up the screen. Your second screenshot is much better and quite well designed. I'm very particular about shadows in my own maps so I can always appreciate when someone puts a bit of extra effort into their own shadows, but I'm not sure what you're doing with the shadows at the bottom of each of the central structures? It's a very good map though, nice layout!
Kaelan: Those menus are insane! I hadn't even read any of your post before I looked at them and almost fell off my chair in excitement when I realised they were D&D stats! Those are some really, really nice pics. I can't find a flaw.
Thanks for the feed back Elfophile. Yeah, I am gonna change the whole 'pyramid' thing. Its hard to make it look like your going lower as you are going up
I'll get rid of the shadows on the central structure on the castle. thanks again!
is where it's atAnd yeah I know about the icons, they're just placeholders for now. The iconset I'm using only has a "CON" version of that. I'll probably tinker around with it later and see if I can make similar ones for the other stats. I gotta finish making the menu work properly first though
First time posting screenshots here. Two village maps I made for my (In development) game. They're of a forest village called Rholme and so far it's the only town in the game and may end up staying that way. I'm thinking of adding a third map with a large house on it that the player can get in the storyline and party members can hang out when not doing anything.
Second maps still needs a little bit more detail and not all the NPC's are in yet.
@ Dactrius: Looks good! Are these houses your own creation? Maybe you want to erase that bushes left of the bridge, since it might be a more frequented way and thats why the grass can't be very well grown there.
@ Kumori: So it's in a cave? It's very gray. What do you want to express with that? Is it another approach to show a "dark cave" without making it actually dark?
I'm making a D&D based game and the D&D ruleset is known for being complicated and hard to understand at first. I'm trying to borrow elements from other "normal" console RPGs to see if I can make it easier to approach.
Don't, it'll only end in disaster. Case in point - Oblivion. That being said, I love the whole layout of the menus and with it being D&D based, I'm greatly intrigued.
@Dactrius - Looks pretty good, not too cramped and not too wide; no complaints from me.
@Kumori - It's pretty bare bones and the water there is just... puzzling to say the least. Add some more detail and make the cave look a little more organic.
@Dactrius: Were you inspired by Adela Isra? The maps look good there, so no complaints from me.
@Kumori: I suggest you increase the height of the walls to at least 3 tiles high. Maybe add a source for the water
like a waterfall perhaps, and darken the tint of the map. This tint should help if you're going for a cooler type of cave. ( -51, -34, -17, 68, going from R,G,B values, then grey ). If you want to make it darker, you can just increase the blue and grey, and maybe decrease the red value a bit.
You know what, originally yes! But I made the first map a long time ago as part of another project and it was going to waste so I decided to bring it over to my new game and design the second map to go with it. I don't think I ever played Adela Isra though. Do you know where that tileset is from? I've been trying to track it down to credit the designer but I can't find them. For some reason I'm IP-banned on RPGMakervx.net even though I never got banned and I've not posted there in a year.
Thanks for the compliments guys. I don't normally design outdoor forest maps like that, was a fun experience.
Oh, I don't mean in terms of mechanics. I'm going to be sticking as close as I can to D&D3.5 rules. I meant more in the sense of things you expect in a good console RPG that just make your life easier. I didn't really want to spoil it since I haven't started working on it yet, but I'll give you an example of the type of thing I'm talking about:
If you play a D&D game (Neverwinter Nights, Temple of Elemental Evil, etc. - they pretty much all have this problem) and don't already know D&D rules, you're kind of lost when picking your feats. The game never tells you the future consequences of taking or not taking something. If you're, say, a Lv2 Fighter, you don't really know whether you should get Weapon Focus or not. It's only +1 attack. How helpful could that be?
And that's all you'd really know because that's all the game tells you. It doesn't tell you that picking that opens up a huge line of actually pretty awesome Fighter feats that will be very useful in later levels. You either just know that from playing D&D outside the game or you don't. You'd never see that in a console game. If you played FF10 or Diablo II, the game's interface would make it obvious what the skill/ability/feat progression is, without you having to go look things up in a book or a wiki. You just see a big skill tree (or sphere grid), with all the related skills connected together; then you know what you'll be able to pick later, based on what you pick now.
That's the kind of feature I'd want to implement (rather than just showing the feats you can pick in a giant, unsorted list that will probably just end up confusing people who don't already know what they're doing).
@Kumori: If it's for someone that's never played an RPG like this then with what you've got there I'd personally use the carrot on a stick technique. What you could do on the other side of that stream is have a nice shiny looking treasure chest, that'll make the player want to find a route round there and grab it - this'll also mean that they'll want to explore further.
Just make sure that if they did venture from the direct path then they are rewarded for doing so. Having dead ends and loop backs over and over would only discourage them from exploring.
@Kaelan: Implementing a skill tree or grid would be awesome! It would make that system so much less clunky to have visuals. And the help box will help too (no wordplay/puns intended). My concern is, having both skills and feats might be confusing for non-recent-D&Ders (I was a disaster, myself, while converting from 2e). Are you sure you want to go that route? I know it makes sense once you get used to it, but it might be intimidating for a new player.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
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