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What type of overworld do you prefer?
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What kind of overworld technique do you use in your games?
Connected world
14%
 14%  [ 1 ]
Free roaming world map
71%
 71%  [ 5 ]
Point to point world
14%
 14%  [ 1 ]
Round world technique (Think Morrowind)
0%
 0%  [ 0 ]
Total Votes : 7

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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Sat Jun 21, 2003 11:21 pm    Post subject: Reply with quote

What's wrong with new games?

Some of them are great and some of them are bad.
The same can be said for old games.
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Iblis
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PostPosted: Sat Jun 21, 2003 11:53 pm    Post subject: Reply with quote

There really isn't anything wrong with new games, I just don't have as much fun playing them. I think gaming reached it's peak with SNES.
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RPGrealm5
Sir, the Goombas are dancing again!




Joined: 17 Apr 2003
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PostPosted: Sun Jun 29, 2003 4:09 am    Post subject: Reply with quote

This topic can't be over already can it? You guys have barely said anything! I am the only one to defend the connected world maps so far, huh? Here's one for you: Connected maps add more exploring space! World maps just make the world seem smaller, take the Golden Sun games into thought...
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Iblis
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PostPosted: Sun Jun 29, 2003 4:38 am    Post subject: Reply with quote

They only make the world smaller if you don't fill em with stuff. We have 99 maps, we can fill a world.
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Blazes Battles Inc.
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Joined: 25 Jan 2003
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PostPosted: Sun Jun 29, 2003 4:43 am    Post subject: Reply with quote

As opposed to the 100 maps for towns and dungeons available if you use connected maps, I don't think 99 is really THAT much worse.
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Iblis
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PostPosted: Sun Jun 29, 2003 4:46 am    Post subject: Reply with quote

Yeah, actually all the connections could take up multiple maps, so you might end up with less of a world.
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RPGrealm5
Sir, the Goombas are dancing again!




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PostPosted: Sun Jun 29, 2003 5:21 am    Post subject: Reply with quote

But by making connected maps, you making the game longer. World maps shorten the game time by alot, like say you had to get to a town. I'll call the town Mustane. By world map, you could just walk on over there in a matter of seconds, assuming it's on the same continent as you and not blocked by mountains.

With connected maps you (or at least in mine) can take multiple paths and wind up at Mustane in a longer time, but think of how much longer it took to get there, more to the fun of the game, less to the replay value.

Understand what I'm saying?
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Aethereal
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PostPosted: Sun Jun 29, 2003 5:24 am    Post subject: Reply with quote

Connective worlds like that are only an excuse to make the game longer (not to mention repetitive and tedious, in some cases). You can easily lengthen the playtime without doing any sort of thing (and no, I don't mean raising levels).

However, if you really want to make your world connective without sacrificing maps, simply spread your game over multiple .rpg files...that way you can have 200, 300, 400 maps, or more if you REALLY need them...100's generally enough though. I think my game's going to just barely make it with 100, but we'll see.
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RPGrealm5
Sir, the Goombas are dancing again!




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PostPosted: Sun Jun 29, 2003 5:33 am    Post subject: Reply with quote

You ruined my little secret!

Hey anyways I admit that I use connected maps as an alternative to not having a short game, but my main reason is that I want to make the impression that I have a thriving world before me. It just is cool to me to travel on a long road, tired from battle, and come across a rest stop consisting of an inn and a pub. Stop at the inn and talk with people. That gives me the impression that this world is more like a real world because you can go off the road and find your own route.

And my maps are giant! One road from my old Forsaken Sides game took five hours to construct, and was really long. In GAME.EXE, though it only took ten minutes to travel the road...
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Aethereal
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PostPosted: Sun Jun 29, 2003 5:50 am    Post subject: Reply with quote

Splitting your game across multiple .rpg files is kind of common knowledge, RPGrealm5. Anyway, as long as the encounter rate isn't too high (I generally set mine at four), it won't really bother me.
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RPGrealm5
Sir, the Goombas are dancing again!




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PostPosted: Sun Jun 29, 2003 6:49 pm    Post subject: Reply with quote

I set up my encounters on my map as walkabout enemies that may chase you or just wander around, or just surprise attack you. I've tried random encounters before, It just doesn't mix well with my games.

P.S. Of course making a trilogy of .rpg files is common facts! I don't think I ever siad it wasn't...did I?
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Blazes Battles Inc.
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Joined: 25 Jan 2003
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PostPosted: Sun Jun 29, 2003 8:41 pm    Post subject: Reply with quote

Has anyone ever actually released a game that long?
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RPGrealm5
Sir, the Goombas are dancing again!




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PostPosted: Mon Jun 30, 2003 2:37 am    Post subject: Reply with quote

I haven't played one that long for the OHR, although I have for consoles...
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
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PostPosted: Mon Jun 30, 2003 4:58 am    Post subject: Reply with quote

Arfenhouse 4 is supposed to be two discs, TSSE is planned for 2-3, depending on whether I pull a "world of ruin" out of my ass.

To keep people from immediately starting on disc two, you'd probably need a special plotscript that would check when the game was loaded to see if a special end of disc tag was on, and if it wasn't, it would run a game-over type script.
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Aethereal
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PostPosted: Mon Jun 30, 2003 5:24 am    Post subject: Reply with quote

Yes. I've got a tutorial in the works for this, I just have to show it to IM.
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