Game Development Reference
In-Depth Information
Populating the World Map
Now we are ready to start populating our game world. Let's make our way to Field 3. RMVXA's premade maps come
with already defined terrain but none of the other trappings that make a world map what it is. What we're going to do
is place appropriate graphics for our newly created town and dungeon and our previously created map. I'm placing
the three doodads on the southern end of the largest landmass of the world map. (It's the left-side continent that's two
parts dirt and one part grasslands.) All of the graphics are on the B tab of the Field tileset. Take a peek at Figure 4-3 to
see what the area looks like after adding the new content.
Figure 4-3. The world map after adding appropriate graphics for each currently created area
The giant tree to the northwest of the port town is the location from where our protagonist will exit the second
area. I placed the dungeon entrance in a conveniently sized hole to the northeast of the port town and the giant tree.
Of course, for as cool as they look placed as they are on the map, we must still create transfer events that actually take
us to our new locations. If there was ever a place to use the Parallel Process event I mentioned back in Chapter 2 to
cut down on overall event use, the world map is definitely it. Think back to your last RPG and how many locations you
could reach from its world map. You're going to run out of events in a hurry, even if you're using the full version of
RMVXA that has a much more lenient restriction on the number of events per map. You can copy-paste the relevant
 
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