Map Updates


So, following up from last time, I decided that I want to continue what I've been doing regarding ceiling tiles. My reasoning goes back to the earlier engines and how some games implement them. They would have it where there's one space that you can walk under, but the rest is solid. In that regard, it's like the character would be up against the unseen wall given the perspective of everything. That alone warped how I saw these games and that you should be able to do unless you want to imply that there's something else that's unseen blocking you.

I am going to at least try and imply that this is possible. I'm also going to try and take advantage of this more since I have at least one building that's tall enough that you should be able to walk past a certain spot. Like here...


I'll also need to make sure region tiles are set up to prevent clipping into places you shouldn't. I'm also going to utilize a trick I learned long ago where if you end up on the cliffs, the tileset will change to an "Upper" version and make it so you walk on top of them and not underneath. Moving on, I do have a couple notable changes to Dalry that I made.


I cut down a bunch of the trees on the lower half of town and put up a couple houses to imply that there's more below that you can't actually get to. This at least provides a little illusion that the town is bigger than what is shown on the map.


Now as shown in this gif, I added the other end of the building that you walk out of. While I originally had that in mind, I also decided against it for reasons I don't really remember. It might have been to imply that this place was a bit further than where it was, though if anything it was confusing that you walk out of a building and you started going up. Here, it not only makes it more clear as to where exactly you are, but the warp points have commands to have the player walk automatically to give them enough time to reorient themselves.

In that same tone, I need to do better with sense of direction. There are games that usually have the four cardinal directions determined from the time you enter a map. Up is north, down is south, etc. Of course, like with the dormitory, it's made to look like Up is now east after leaving the visitor's center. There will be other instances down the line where Up isn't north, like the train sequence I'm currently working on. It is said to be going southbound, yet instead of having vertical hallways, they're horizontal. Doing it this way will allow me to make better use of any objects I have since not many allow for vertical placement.

Lastly, outside of checking over maps to make sure they work and make sense enough that you can walk without issue, I'm redoing the damage formulas since they I overdid it in some spots. With enough work, they shouldn't be too different from before, but I will have to make extra sure of that.

Once everything is taken care of, I'll update with what I got. Thank you for your patience and feedback, I will try and make this a better experience.

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