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Found 2 results

  1. So basically my idea is an animal crossing type house customization system. Is there any good way to do it without loads and loads of variables? Any help is appreciated!
  2. So, I got back into rpgmaker just as the new system comes out. Yay, because I've got no money for it. But that's all beside the point. I'm currently building a castle, and it's pretty darn big. Some of the rooms, mostly the hallways, are all plopped on the same map, while the rooms with doors, like the bedrooms and the ones with chests and things, are all in their own separate map. I've seen some castle maps where they're all on the same map, but they're all a lot smaller than the one I've got. (The third floor, the one I'm currently working on, has 8 rooms, three hallways, a wall walk, and a few staircases.) So I don't really think that having everything on the same map would be for the best, especially since there are some rooms I want to have events in, most of which would be started when they walk in the room. My major worry is, if I have everything on the same map (Well, everything for the same floor) the player would be able to see everything in the rooms they haven't been in. They'd see chests, which were suppose to be rewards for exploring, and they'd see the events that are already in progress, like the villain threatening the royal family in the solar. But, if I don't put everything on one map, then do I make every map their own thing? So far, if the room has a door, it's its own map, and if it just has an archway, or is a hallway, it's on a map with other, connecting areas. Flaw is, some of the more important rooms have archways. Do I make that a separate map anyway? Another trouble I'm thinking is the map knowledge. It's a big castle, five floors plus dungeons, based roughly off a real castle blueprint. But the character is suppose to be the Prince/Princess, so they'd know all about the castle layout, which the player would not. Having an open plan would let the player know where the staircases are, at the very least, but also comes with all those other issues. I'm also making a separate map of the whole floor, with all the rooms and hallways connected (mostly so I know how big to make the rooms and where, exactly, they go) but it looks really nice. I'm quarter thinking of just using that instead, since I'm making it anyway, but all the above problems. What should I do so my map isn't too big, or too obvious, while still allowing the player to not get lost? I know whatever I choose here will eventually trickle down to everywhere else, (dungeons, villages, townspeople's houses, forests, ect) since this is just the starting area and the player won't even be here that long. 3rd floor map so far. (It's all on one map so I can scale it better)
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