Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Wednesday, 13 June 2018

Printed Cartography Tip

Today's mini post is for those who still like hard copies of maps. You might find that printing out a google maps page is next to useless since the roads are white and the background is so light you can't make them out unless traveling through forest.

https://mapstyle.withgoogle.com/ works much better, especially the preset Retro style. Having visitors makes you learn things! :P

Thursday, 26 March 2015

Design: Empty / Scaled Maps

[Part of my MMO Design folder.]

Do you like empty maps?

I have a quick test for you all! Picture yourself running through a large zone in one of your games. Of the two versions below, which do you prefer?

A) The map is almost fully devoid of enemies, NPCs, and items to interact with and only serves as "travel time" from point A to B.

B) The map has a lot of NPCs you can interact with. Some to talk to. Some quest givers. Some to fight against.

Personally, I pick option B, because option A is stupid. Even if you are trying to show the scale of something having a player move through an otherwise empty map is not fun. Some good examples of this - Assassin's Creed 3 underground and getting out into the styx in Project Zomboid. There's lots of ground to cover. By walking. And walking. And walking. That's so exci..zzzzzzzzz....

One of the tips when designing Neverwinter Online Foundries is to not scale your maps unless there's something of interest there. You have a huge castle? Awesome. It better be filled with lore, explorable stuff, important details and/or NPCs. If the only room with interaction is a room in the highest tower then screw everything in between. Design it so the player goes immediately there (or at least has a clear option to) or prepare for a low score.

Unlike a tabletop D&D session where time and movement are really dependent on the dungeon master, computer games where you are literally controlling every step of a character takes can get boring and tiring quickly (if that is all you are doing), especially when moving through "purely decorative" environments. What do you think? Do you agree?

Monday, 4 November 2013

Walking the Path of Exile

I was all set to bag out this obvious Diablo clone for being just that, and then I played it. It's a pretty decent game, and arguably better than Diablo in parts once you get past the limited character creation. I imagine it's because they put all their development into the character advancement screen. It definitely overwhelmed me the first time I saw it!

The game also features more skill options in combat, though for the most part you will still be breaking your mouse buttons while you not only level your character but each "skill gem" which means your fire ball or shield bash may not be as effective as the guy next to you. The self-refilling potions is a new one for me too. Instead of lugging around hundreds of health or mana potions, here you have a belt of five (of your choice) that refill as you kill baddies. Obviously you'll be swapping out the little flasks for the big ones that are more beneficial but does this also mean you'll be hoping each boss comes with adds (extra minions) to give you top ups? It's a little weird.

I think she's about to refill her potions.
 
The other thing I also like is the barter system they have, but can see where there is room for improvement. There's no gold in the game, instead NPCs trade you random bits and pieces to form little consumable things like weapon or armor improvement and scrolls of identi-*cough*-wisdom. The problem is that all the NPCs give the same tidbits which means players have found common items to use as currency. I would have preferred if each NPC (at least in the one zone) traded different goods from all the others, and possibly doesn't accept items of particular types but I guess that's an improvement for next time.

Really my biggest issue with the game is a little one. It is an ARPG, not an MMO. You have safe zone hubs where you can run into people, sure - but out in the ever changing, procedurally generated wilderness each instance is only for you or your party with zero chance of meeting anyone else (actually didn't DDO and GW1 do the same/similar thing just without the procedurally generated map). Even in Warframe if you play "online" there's a chance other random players will show up to help in your mission (which also has randomly generated maps), though only a maximum of 4 at any one time. I think it would be nice to be able to bump into others out in the wilds every now and then, but I guess that opens up the door to other issues.

Of course the real question is: is it good enough to keep playing? To that my answer is a solid yes.

Monday, 29 April 2013

Wizardry Online: Cartography Project

Since the maps in Wizardry Online are more than a bit lacking in detail I thought I'd try manually draw out each floor to help other adventurers better plan and prepare their forays into hostile territory. The scale is not exact and I'm sure there are errors or things I've missed somewhere so please advise me when you find them so I can fix them up!

Also, I'm more than happy to put up maps done by other people here to try collate them all into one place. If you have a map you want included please let me know. Alternatively if you want to read about my experiences in game you can do so at A Touch of Wizardry.

Completed Maps:
Caligrase Sewers
Kaoka Parrej Ruins
Deltis Keep
Trials of Fantasy [incomplete]
Golden Dragon Ruins First Floor
Golden Dragon Ruins Second Floor
Chikor Castle (thanks to Quark for helping with this one!)

Donated Maps:
Descension Ruins First Floor by Dremlock

Since I'm not active on Wizardry Online at the moment I thought I'd put up map kits containing the base maps and icons I've used in the above if anyone wants to continue the cartography work. Please feel free to use the below.

Map Kits:
Caligrase Sewer Base
Kaoka Parrej Base
Deltis Keep Base
Golden Dragon Ruins Floor 1 Base
Golden Dragon Ruins Floor 2 Base
Chikor Castle Base
Trials of Fantasy Base
Icons Base