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Rpg maker classic and animate map, or point and clic ?

  • Rpg maker Classic!

    Votes: 5 45.5%
  • Point and Clic!

    Votes: 6 54.5%

  • Total voters
    11

Axyal

Newbie
Nov 24, 2019
96
92
Hello guys!
20241123-044925-min.png


I'm working on an RPG Maker MZ game, and my progress gives me hope that I might be able to share my game—at least the beginning—before the end of this year.
But today, I just had a very basic and already-seen idea: creating maps/zones in a point-and-click style instead of the classic RPG Maker mode.


I just made a draft; it was done quickly, but here are the differences, starting with the classic and usual mode:

RPGmakerClassicMap.jpg



Let's imagine a similar setting/scene, but this time in a point-and-click style:

PointNClicTest.jpg


Once again, both examples are rough drafts; both will have colorful HUDs. Now it's time to talk about the pros and cons. First, the pixelated maps of classic RPG Maker. Let’s start with the advantages:


  1. Some tilesets allow maps to be filled with beautiful decor, even in pixel art, without the need for parallax mapping.
  2. Total freedom while playing. You can even move diagonally—a small bonus—but you’re completely free to go wherever you want, talk, interact, or cross through anything. This also gives a sense of activity while playing, like traversing areas. However, I’ll note that I don’t plan to include time-consuming, unfun mazes (or repetitive random battles) to avoid ruining the fun.
  3. The ability to create large spaces without repeated and constant transitions, which helps reduce the impression of repetitive visuals.
  4. Animated maps! The ability to "play" by chasing or interacting with something in motion—a living map!

Now for the downsides of the classic approach:


  1. A huge graphical contrast between my rendered visuals and the chibi-style pixel art.
  2. Significant limitations. A tileset is never perfect, and it’s challenging to create a pixel RPG Maker map that matches the style of my rendered graphics. At best, they feel familiar but not cohesive.
  3. Overpriced assets. For example, the construction tileset shown above cost me €20. Not cheap. Even then, I can’t find tilesets that meet my needs. There’s always a level of restriction, and on top of that, it’s expensive.
  4. It requires a lot of time-consuming and often fruitless searching to find assets that meet my needs. Even when I do find something suitable, creating the "perfect" map is still complex, lengthy, and never truly ideal. While the results can be cute, it’s tough to bridge the gap between my 3D renders and pixel art.

Now, for the advantages of the point-and-click mode:


  1. No harsh graphical contrast between pixel art and 3D. It feels more logical and immersive.
  2. Creating a map is incredibly simple and fast. Plus, it’s free—or comes at no additional cost!
  3. The ability to enhance the sense of exploration by creating invisible "buttons" to click on, such as escaping through a window that wasn’t highlighted in the HUD. This adds depth to the gameplay.

Finally, the disadvantages of point-and-click:


  1. Activity. Watching a YouTube video makes you more active with clicks while trying to skip ads, lol. I’m exaggerating, of course, but compared to the 8-direction movement in classic RPG Maker, it’s a big step down.
  2. Animation and a "living" map. Naturally, without movement, everything feels static and lifeless. However, this doesn’t mean the maps can’t be varied, even for similar areas. After all, Ren’Py’s popularity speaks for itself.
  3. Repetition. Once again, I’ll find ways to minimize the feeling of repetitive visuals as much as possible. But it’s a reality. This isn’t exclusive to RPG Maker, but with point-and-click, the lack of interactivity in "explorable" images tends to amplify the sense of repetition more quickly.

Thank you so much for reading all of this! Of course, you’re more than welcome to share your thoughts or feedback on your experience, but most importantly, I’d really appreciate it if you could take a moment to click on the survey. Your input will be incredibly insightful for me.


As I mentioned, I’m still working on the starting zones, and since this is the beginning of the game, it’s all about laying down the foundations and mechanics. Now, I’ve reached a point where I can comfortably start developing the story and adding content.


So, before diving into creating the surroundings and zones, I need to know what direction to take: the quirky yet animated pixel art style, or the popular point-and-click approach.


Thank you again, and I hope to see you soon!

20241123-050435-min.png
 
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Axyal

Newbie
Nov 24, 2019
96
92
A universe reminiscent of "the boys", "marvel/dc", "my heroes academia", therefore something in an urban environment and not heroic fantasy. So yes, good question, because it greatly reduces the available resources, rpg maker is very focused on heroic fantasy!
 

whowhawhy

Member
Jan 19, 2023
483
408
  1. Overpriced assets. For example, the construction tileset shown above cost me €20. Not cheap. Even then, I can’t find tilesets that meet my needs. There’s always a level of restriction, and on top of that, it’s expensive.
  2. It requires a lot of time-consuming and often fruitless searching to find assets that meet my needs. Even when I do find something suitable, creating the "perfect" map is still complex, lengthy, and never truly ideal. While the results can be cute, it’s tough to bridge the gap between my 3D renders and pixel art.
have you considered old-school rendering in 3d and turning that into 2d sprites/maps or using meant-for-3d textures as tiles?
https://f95zone.to/threads/isolated-with-mom-v6-boraginol.104288/


 
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Axyal

Newbie
Nov 24, 2019
96
92
have you considered old-school rendering in 3d and turning that into 2d sprites/maps or using meant-for-3d textures as tiles?
https://f95zone.to/threads/isolated-with-mom-v6-boraginol.104288/


Yes and no, it’s time-consuming. Right now, I’d like to quickly focus on developing content and the story,
especially since I’ve already done the hardest part.


However, if the majority prefers the classic RPG Maker exploration style, I’ll take the time to create my own tilesets or even use parallax mapping.
After all, there shouldn’t be too many maps in the game, so that’s likely the solution I’ll go with if point-and-click doesn’t appeal to people that much.

Thank you for your help btw :)