The tiles for the images specified in through in the section will be displayed in order. You can switch the images displayed by clicking tabs through at the bottom. The image used for a tileset in will be displayed. An image's contents will be displayed in the on the right. Specify the file you want to use for each type (Sets A through E) in the window that is displayed when you press the button for each type. This primarily influences the treatment of special specifications of lower tiles and battlebacks.īasically, choose for tiles which represent the overworld like the ocean and land, and for all other situations. This property is just used in the editor (does not affect the game). I've gone through a couple revisions of it and I think it looks pretty good now.A tileset's name. My overall method is to use as many different tiles as possible to keep the map varied. I found the additional tiles through searching Google images and the RPG maker forums. I know that I got way too ambitious with it, but I don't really mind because I've been enjoying working on it and I know that I'm going to see it through to the end.Īs far as what tiles to use, I've been using the RTP for the terrain, with a few other tilesets for actual locations. I've been working on the game (my first game ever) for over a year now. I've been slowly fleshing out each location map one by one. Here will be the snow area so I'll build a snowy village or castle", etc. So when creating the overworld, I just said to myself "I'd like to build a village here, maybe a tower there. Starting with the overworld was my way of mapping out the entire game before I began working on any of the details, so I could see just how many towns/castles/dungeons/etc I'd need to build, and get a sense of what I could do with the storyline (and where I'd want it to start and end). I use mine more as a way to connect together all the locations, which are where the bulk of my game's events occur. As a result of that, I don't have any combat on the overworld map, and it's probably on the smaller side when compared to most other games that have a certain amount of action and NPC interaction on the overworld. You have to get a quest in order to really explore into the cooler areas. I've made my game be a bit more open-world in terms of where you can go to explore, almost in the style of an Elder Scrolls game, where you can go around and check things out ahead of time. What do you think? How's your foray into overworld design been?įunnily enough, I actually did the overworld as my first map, and it dictated much of what I ended up creating for location maps. I can't seem to break the RTP mold from it. It is a necessary part to my game by design, this big beautiful machine of a game where the gears turn in absolute synchronized perfection and the pistons pump rhythmically, and as the steam clears I can't help but shake the single, ugly, rusty cog that is the overworld. It is my bane, yet I do not wish to rid myself of it. I can visualize the details and understand exactly how something is going to look and how great it can turn out with all of its potential for everything but the world map. I can think of a thousand and one ways to add atmosphere to dungeons, forests, towns, whatever. It seems to be the map that's hardest to approach. I simultaneously love the overworld, and outright despise it all the same, simply because it seems to be incredibly difficult to make it look good while not looking overly-RTP. It's been the biggest "thing" in my project.