Map Design: Cambio
So this week, I'm going to talk about the second settlement that you visit in the main story. It's a small farming community, called Cambio, and it is also where you meet with the one taking the Spirit Pilgrimage.
Before I continue, know that not everything is final, and because I'm using the save image function to get the maps, no events are present; including the ones that would provide doors. Also, some of these maps have received updates, like some added or changed details. Still, I want to give you an idea for what each map provides.
Here we have the center of the village. Here, you will find a pair of buildings that provide your usual weapon/armor seller, and the Inn; which will double as an item shop for adventurers. Just below the weapon store is a school that you can visit. As you can with one of the houses in the upper half of the map. The other will belong to the town elder, who will inform you of where to go after arriving.
For paths, north and south lead out of the village (I intend to put in a world map at some point), while the west and east paths lead to different areas. Like...
On the west side, you'll find yourself at one end of the village where it's mostly farmland. You'll get to check out one house, while the other is locked out for the sake of illusion. You can also check out the crops, which I plan to put together a water irrigation system using the river below. I'll need to actually sprite something for that, so it'll come later. This area will also have plenty of farm animals, that descend from those that avoided mutation from corrupt mana.
Once again, north and south paths lead out of the village. There's one path, that I have since adjusted the fencing for so it's an actual path, that will lead to just on the border.
Now, I once again want to remind you that not every map has the direction facing north, as here it will be facing west. It's easier to set up buildings that way, like...the one at the top of this cliff. I'm trying to go for one that's built into the earth, because it's the kind of home where beastfolk would have something more natural like an in-ground den, with some human aesthetics. It may require more work on my end, and I'll probably have the inside look better than the outside, hopefully.
At the bottom, are the remnants of a mine long abandoned since the Age of Pluto. There are a couple spots with noticeable indents or bulges, possibly implying that mining tunnels were present before they collapsed or sealed away. There is a reason why this is a shared map, and why the owner of the house lives up there.
Wrap-Up
Now, I'll be away later this week for a family reunion, so I won't be able to work on populating the map with NPCs and events, nor be able to effectively spruce up the map so it looks more presentable. One thing that I will be focusing on, as it came up while adding a few necessary events for features, is getting the Sorcerer's Ring fine-tuned. I finally figured out a method to having it function without it getting stuck on region tags that prevent events from bypassing it. I'll explain it more in a later post. Otherwise, this concludes the post I had for this week.
Get Tales of Naturia
Tales of Naturia
Harmony with Nature RPG
Status | In development |
Author | Mediahunter1 |
Genre | Role Playing |
Tags | 2D, Furry, RPG Maker, Singleplayer, tales-of |
Languages | English |
More posts
- Progress Report: November 20249 days ago
- Area Building - Anchbhaile Overworld27 days ago
- Progress Report: Vera Event and Other Things40 days ago
- Progress Report: Cambio Nature Trail and Input-Based Abilities69 days ago
- Enemy Animation Sprites - Cambio Nature Trail90 days ago
- Map Design: Cambio Nature Trail97 days ago
- Progress Report: Over Limit and Other ChangesJul 28, 2024
- Progress Report: Skit and Map StuffJul 13, 2024
- Feature Mechanic: Skit SystemJun 28, 2024
Leave a comment
Log in with itch.io to leave a comment.