Which Way do I Go?

BigToastie

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Hi All,


I'd like to say I am very proud of what I have done so far in my game (in terms of design and how to get people immersed into the game itself considering what i've done in terms of the games size at present, making it feel like an actual living thing, rather than just a point a click rpg).


However, when I have added the first main cave that leaves the starting area, I have hit a decision I am unsure on.


I don't know whether to link it to the "World Map" style where you can run long distances very quickly to other towns and dungeons etc. when you leave the dungeon, and you can enter different areas (so the generic world map - final fantasy series).


Alternatively I was going to do it so it links to just another area (say a forest or field, which leads to a village etc. which has hidden passages that lead to other places and so on) and the whole world links together without a world map (in this I would add keystones so you can recall between key places).


What would you prefer to play, and why?


Thanks for your help!!
 

BigToastie

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just read a few posts and already interesting, thanks for this :)  will really help me :)
 

Ms Littlefish

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I prefer connected maps because one of my favorite parts of an RPG is the exploration. For me, linked maps provide less interruption from that feeling. However, I'm definitely partial to using a quick travel map as a means to return to places I've already been before.
 

BigToastie

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Well this is the plan for my game now, solidified my ideas which is such a huge motivation to get going again quickly


My idea:





So it would be Zelda-esque when you explore the world its all linked together, obviously not just keeping all maps the same, and adding unique features and events in the different areas. However I will also be looking to add to all main cities an Air Ship Station so you can travel to different continents and lands, sometimes through trade routes, you'll need to complete main or optional quests to unlock locations to travel too.


This even will take you to the 'world map' so you can see the travel route it takes to the new area, and it gives you a glimpse into the world map but other then travelling by airship it wont be accessible. (this also allows for unique events that have a chance to occur when you do travel (attacked by a drake etc.))


I am also possibly thinking of using a teleport style feature to key points (way points in Diablo) for instance so you can travel between towns with that areas "Portal Stone" - but you'd have needed to activate the gem by some prerequisites that have been set (fix a broken portal stone, complete a quest to get access to it etc.)


thanks  :)
 

LaFlibuste

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Seems like a plan. The only thing I doubt is having the airship travel thing AND the portal stone thing. What's the practical difference? Why would you need both? I'd say work on a system that includes the best of both world (as far as you are concerned) and make it work rather than have two parallel things that don't really work together and just makes it more complicated for the player.
 

Frogboy

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It depends on what suits your game the best and also how much work you want to put into it.  I'd suggest creating a world map, even if it's extremely crude, just so you can develop the meat and potatoes of your game first: the important areas and levels.  When you're done with that, see how much gas you have left in the tank.  If you just want your game to be finished, refine the world map and make it as nice as possible.  If you're still going strong and still feel like your game will be a lot better with in-between maps, by all means, go for it.  Having the world map will also help you visualize the layout of the world on a larger scale and help you keep your connecting maps in context.
 

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