- Joined
- Jul 13, 2019
- Messages
- 25
- Reaction score
- 5
- First Language
- English
- Primarily Uses
- RMMV
After replaying (classic) FFVII several months ago, I wanted to implement the little arrows over entrances and exits on my maps. Between FFVII and Tales of Xillia, I realized an indicator showing where you just came from can be really helpful.
I implemented it in my game just now and realized that in order to make this system, I'd need to assign a number that will be passed to a variable on every single door in my game. Initially I had a brain fart and was thinking it would be one number per map, which was very wrong lol.
While it wouldn't be impossible or a drain on resources to put this in (though it would require every map to have a parallel event), it would require careful notes saying what variable I'm up to and if I get mixed up it'll break this system pretty badly.
So now I'm wondering if this feature would even be worth it in a 2D RPG, and wanted your thoughts on it.
On one hand, I'm going out of my way to try to make my game seem as non-default as possible, even while using a lot of default assets from the tilesets. I hate the bad rep that RPGMaker games get (which is ridiculous) and I don't want it to count against me when I release my game. I thought that this would be a small, cool touch to make it stand out just a tad.
On the other hand, I feel like maybe this feature works so great in games like FFVII and Tales of Xillia because these are 3D games. In FFVII, the backgrounds were really dark and ambiguous at times, so it was definitely helpful. In Tales of Xillia, you have 3D control of the camera, making the indicator showing where you just came from REALLY helpful.
But in a 2D RPG, it's pretty obvious where you can and can't go for the most part. It's hard to get lost.
I could add just the arrow over entries and exits without including the variable to indicate where you just came from, as well.
So what do you think? Is this a feature you'd be interested in seeing in an RM game, or does it seem unimportant overall?
I implemented it in my game just now and realized that in order to make this system, I'd need to assign a number that will be passed to a variable on every single door in my game. Initially I had a brain fart and was thinking it would be one number per map, which was very wrong lol.
While it wouldn't be impossible or a drain on resources to put this in (though it would require every map to have a parallel event), it would require careful notes saying what variable I'm up to and if I get mixed up it'll break this system pretty badly.
So now I'm wondering if this feature would even be worth it in a 2D RPG, and wanted your thoughts on it.
On one hand, I'm going out of my way to try to make my game seem as non-default as possible, even while using a lot of default assets from the tilesets. I hate the bad rep that RPGMaker games get (which is ridiculous) and I don't want it to count against me when I release my game. I thought that this would be a small, cool touch to make it stand out just a tad.
On the other hand, I feel like maybe this feature works so great in games like FFVII and Tales of Xillia because these are 3D games. In FFVII, the backgrounds were really dark and ambiguous at times, so it was definitely helpful. In Tales of Xillia, you have 3D control of the camera, making the indicator showing where you just came from REALLY helpful.
But in a 2D RPG, it's pretty obvious where you can and can't go for the most part. It's hard to get lost.
I could add just the arrow over entries and exits without including the variable to indicate where you just came from, as well.
So what do you think? Is this a feature you'd be interested in seeing in an RM game, or does it seem unimportant overall?