electronicsiorew.blogg.se

2d rpg games house
2d rpg games house











  • You can have buildings that can't be entered, but make the town look more full.
  • I don't think the player should be able to see everything in one hit - where's the incentive to explore?

    2d rpg games house

    More realistic - when you're walking around your own town (you, not a player in a game), you can't see what's going on inside all the buildings - you have to walk into them to see.Also, if I want to have autoruns or parallel processes happening, or different BGS, based on being in a particular house, it's easier to do that if it's a separate map - otherwise I have to use conditions to say when it's to start and stop running. Limited number of events - if I have all interiors visible, that means I have to have all events in those buildings on the combined map as well.Means I have to do more work to make the outside look good, and the player has to do a lot more walking, which can just be annoying sometimes. I also don't want to have a massive map just because I have larger interiors. This is similar to a world map that has a city represented by 4 tiles, but when you enter it, it's 50x50. As long as it's generally the same shape I don't mind that the sizes don't match - the proportions are usually pretty close though.

    2d rpg games house

    Proportions are flexible - I can have a house that's 2x3 tiles on the outside map, but is 8x12 tiles on the inside map.Keeps your interior & exterior tilesets separated - trying to combine them means using up more space in the tileset, so you might run out of places to put all the tiles you want to use.













    2d rpg games house