- Joined
- Apr 17, 2012
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(I think this belongs here. If it goes in Game Mechanics I apologize.)
An RPG Maker game is made up of a number of maps, and unlike in the real world those maps have edges that cannot be crossed. Back when I was playing around with XP I didn't like to leave the edges of maps to their invisible boundaries. I would place objects around the edges in a way that seemed accidental but the real point of which was to give the character something visible to walk up against instead of just stopping at an arbitrary point. Now I'm mapping the first area of my VX Ace game and thinking about whether I wanted to do that again.
So I thought I'd ask how other people handle this when they're mapping. Do you let the invisible walls suffice, indicating with floor tiles (a rug, a path) where a maps' exits are, or do you give players a tangible reason for why they can't go farther in a certain direction? What do you do about wide open spaces like the middle of the desert? I don't think there's a right or wrong answer, but I'm curious.
An RPG Maker game is made up of a number of maps, and unlike in the real world those maps have edges that cannot be crossed. Back when I was playing around with XP I didn't like to leave the edges of maps to their invisible boundaries. I would place objects around the edges in a way that seemed accidental but the real point of which was to give the character something visible to walk up against instead of just stopping at an arbitrary point. Now I'm mapping the first area of my VX Ace game and thinking about whether I wanted to do that again.
So I thought I'd ask how other people handle this when they're mapping. Do you let the invisible walls suffice, indicating with floor tiles (a rug, a path) where a maps' exits are, or do you give players a tangible reason for why they can't go farther in a certain direction? What do you do about wide open spaces like the middle of the desert? I don't think there's a right or wrong answer, but I'm curious.

