This will be a rather lengthy explanation so bear with me!
I've run into a little bit of a problem with the mapping style I've chosen, and I rather not change the style because I've put a lot of time and effort into it (and I think it looks good). The problem is that it's difficult to map rooms that connects to a corridor/another room/etc to the north.
Here's an example of how my maps would work.
* The green tiles are all walk-able.
* The player walks behind the walls (and becomes semi-transparent in doing so).
* Since the walls are 3 tiles high, the player can walk behind 3 tiles of wall (or whatever) to the south of every room as well.
There wouldn't be a problem if it weren't for the fact that I use a kind of fog of war to hide the the rooms not visible to the player. It's not easily displayed in a screenshot though, but generally speaking the player won't see any rooms unless the entrance is in his field of vision. There is a problem with this though, and that's that the fog of war layer completely covers the player sprite when it's supposed to be semi-transparent, UNLESS the top of the northern wall of the room to the south begins one tile underneath where the player can walk (look at the room to the right to see and example of this).
Both rooms in the screenshot above works with my fog of war and semi-transparency effects. However the room to the right looks iffy, right? This is because the entrance to the room to the left is 2 tiles deep (which I think is okay for this style). The entrance to the room to the right however is 4(!) tiles deep which of course makes the wall look/feel super thick! And the entrance itself feels more like a tunnel than a doorway.
That's the problem, and I've no real solution since I'd like to keep both the fog of war and the semi-transparency. Technically I've tried everything I could to make it work so I'm at my wits end.
So here's some questions: Should I sacrifice the mapping advantage of having rooms with entrances to the north completely? How would such a game feel to you? Do you think good mapping can make people not think about the fact that you can only enter rooms from the south, left and right - but never from the north? What if I only made a few rooms where you could enter from the north in places where a thicker wall would fit the mapping, would that give mixed signals to the player?
Thanks for reading all that!
I've run into a little bit of a problem with the mapping style I've chosen, and I rather not change the style because I've put a lot of time and effort into it (and I think it looks good). The problem is that it's difficult to map rooms that connects to a corridor/another room/etc to the north.
Here's an example of how my maps would work.
* The green tiles are all walk-able.
* The player walks behind the walls (and becomes semi-transparent in doing so).
* Since the walls are 3 tiles high, the player can walk behind 3 tiles of wall (or whatever) to the south of every room as well.
There wouldn't be a problem if it weren't for the fact that I use a kind of fog of war to hide the the rooms not visible to the player. It's not easily displayed in a screenshot though, but generally speaking the player won't see any rooms unless the entrance is in his field of vision. There is a problem with this though, and that's that the fog of war layer completely covers the player sprite when it's supposed to be semi-transparent, UNLESS the top of the northern wall of the room to the south begins one tile underneath where the player can walk (look at the room to the right to see and example of this).
Both rooms in the screenshot above works with my fog of war and semi-transparency effects. However the room to the right looks iffy, right? This is because the entrance to the room to the left is 2 tiles deep (which I think is okay for this style). The entrance to the room to the right however is 4(!) tiles deep which of course makes the wall look/feel super thick! And the entrance itself feels more like a tunnel than a doorway.
That's the problem, and I've no real solution since I'd like to keep both the fog of war and the semi-transparency. Technically I've tried everything I could to make it work so I'm at my wits end.
So here's some questions: Should I sacrifice the mapping advantage of having rooms with entrances to the north completely? How would such a game feel to you? Do you think good mapping can make people not think about the fact that you can only enter rooms from the south, left and right - but never from the north? What if I only made a few rooms where you could enter from the north in places where a thicker wall would fit the mapping, would that give mixed signals to the player?
Thanks for reading all that!



