"Imagine you were making this game for your mom" I had to giggle cause my mom introduced me to video games in the first place, quite a funny coincidence. I remember playing Knights Quest mask of eternity when small, my mom used to play it for real, i would just goof around.
8:38 I'm sorry, but I can't agree with wall shadows in a dungeon. It makes sense outside if you pretend it's always mid-afternoon, but there's no sun inside.
I personally, use shadows with where I've placed my light sources. Some areas may be almost no shadows but have a lot of light, other will be almost entirely in shadows. I'm verh new to rpg maker though so this probably isn't a good practice.
Thanks for this. I wish the dungeon generator was better. I played a very old game called Hack that was just a random dungeon creator with up to 25 levels. That game is like 30 years old and it has a better generator than MV or MZ. But there is such a thing as having too many columns. :)
@@BenderWaffles ah. Oki doki. Btw I've seen a lot of your videos, you really are very good at making maps. I think the main points are: *add elevation/an illusion of creating a 'z' axis *make sure there's something to look at in the map no matter where you are standing (even if it's relatively minor) *use almost no symmetry I find the no symmetry really difficult and I don't know why XD asymmetrical things bother me while I'm making it but symmetrical things just aren't right. Haha, I need to get used to not making things symmetrical.
@@toastedperfection2488 give it time and you'll get there. Mapping is something that takes a lot of practice, even if you follow what I say to the letter. Practice, practice, practice!
Very nice, I've never touched the dungeon generator button before, mostly due to responses like Stockroom Rick's lol. But, given that the project I'm working on right now is meant to be fairly simple, I think I'll end up giving it a try. On a note related to randomness: how much would you say is too much? I see so many guides and how-tos and what not that basically say you should almost not have any basic tiles anywhere on the map. This leads to me overstressing about "filling up" the map, even if it looks decent enough.
+Kevin Ivy I always just think about it like this; If i am playing the game, at any given time, do I see something that is visually interesting? Empty space allows your players to not feel quite so claustrophobic, while also not making them feel like they are being herded along a completely linear path. Look at the world around you. Is there stuff everywhere? Or are there empty spaces? When I make maps, I try to emulate reality to a certain degree. If you are in a home, if there is stuff everywhere, you assume that you are in the home of a hoarder or a slob. So try to take that into consideration when designing your own maps. Play it by ear and go with what looks good to you. Note: On the flip side of that, I would advise against have spaces that are too empty. As I said above, when you are playtesting, no matter what tile you are standing on, ask yourself: is there something around me that is interesting to look at? That differentiates this location from any others? This is why I play test constantly when I am developing my own projects.
Right here! :) New videos are on their way. Life and work and such has slowed me down. However, starting soon I will be able to put in the time and effort that all of you who watch me deserve. :) Stay tuned! :D
"Imagine you were making this game for your mom" I had to giggle cause my mom introduced me to video games in the first place, quite a funny coincidence.
I remember playing Knights Quest mask of eternity when small, my mom used to play it for real, i would just goof around.
8:38 I'm sorry, but I can't agree with wall shadows in a dungeon. It makes sense outside if you pretend it's always mid-afternoon, but there's no sun inside.
I personally, use shadows with where I've placed my light sources.
Some areas may be almost no shadows but have a lot of light, other will be almost entirely in shadows.
I'm verh new to rpg maker though so this probably isn't a good practice.
Waffle: Rocks are cool.
Me: In fact, you might say...
They rock.
Booooo!
Columns are cool.
Fezzes are cool.
Ridiculously helpful man! Thank you so much!
Edit: However, when I generate a dungeon, it turns out really small everytime...
Thanks for this. I wish the dungeon generator was better. I played a very old game called Hack that was just a random dungeon creator with up to 25 levels. That game is like 30 years old and it has a better generator than MV or MZ. But there is such a thing as having too many columns. :)
At 22:00 you broke some columns.
I thought in my head which columns i'd break and we both picked the exact same columns.
Great minds think alike I guess :p
@@BenderWaffles this is a 4 year old video and you still hearted and replied.
Epico.
@@toastedperfection2488 I get comment notifications on my phone haha
@@BenderWaffles ah. Oki doki.
Btw I've seen a lot of your videos, you really are very good at making maps.
I think the main points are:
*add elevation/an illusion of creating a 'z' axis
*make sure there's something to look at in the map no matter where you are standing (even if it's relatively minor)
*use almost no symmetry
I find the no symmetry really difficult and I don't know why XD asymmetrical things bother me while I'm making it but symmetrical things just aren't right.
Haha, I need to get used to not making things symmetrical.
@@toastedperfection2488 give it time and you'll get there. Mapping is something that takes a lot of practice, even if you follow what I say to the letter. Practice, practice, practice!
hey, will you do new Tutorials for MZ?
I might do some addendums covering newer features, but the majority of the main series still applies.
Very nice, I've never touched the dungeon generator button before, mostly due to responses like Stockroom Rick's lol. But, given that the project I'm working on right now is meant to be fairly simple, I think I'll end up giving it a try.
On a note related to randomness: how much would you say is too much? I see so many guides and how-tos and what not that basically say you should almost not have any basic tiles anywhere on the map. This leads to me overstressing about "filling up" the map, even if it looks decent enough.
+Kevin Ivy I always just think about it like this; If i am playing the game, at any given time, do I see something that is visually interesting? Empty space allows your players to not feel quite so claustrophobic, while also not making them feel like they are being herded along a completely linear path. Look at the world around you. Is there stuff everywhere? Or are there empty spaces?
When I make maps, I try to emulate reality to a certain degree. If you are in a home, if there is stuff everywhere, you assume that you are in the home of a hoarder or a slob. So try to take that into consideration when designing your own maps. Play it by ear and go with what looks good to you.
Note: On the flip side of that, I would advise against have spaces that are too empty. As I said above, when you are playtesting, no matter what tile you are standing on, ask yourself: is there something around me that is interesting to look at? That differentiates this location from any others? This is why I play test constantly when I am developing my own projects.
I'm using the ps4 version & I don't know what to do because the amount of space for making maps & dungeons is SUPER SUPER limited.
+Benderwaffles WHERE DID YOU GO?!????!
Right here! :)
New videos are on their way. Life and work and such has slowed me down. However, starting soon I will be able to put in the time and effort that all of you who watch me deserve. :) Stay tuned! :D
Thank goodness... I love your videos! You deserve way more subscribers!
+Nightterror21x Thank you very much! :)
I don't give a like
but I give 1 sub
You have found subscriber 1 ea.