Rpg maker mv 3d map
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Each dungeon appeared to have around 18 maps (some more, and I didn't see any less, but we'll average at 18). There were 9 dungeons, each with two sets of maps (for 1st and 2nd quest).
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Each map (just a quick count) was 16x10 tiles. The overworld had 19x8 maps, so ~150 maps there. Let's take Legend of Zelda, which is an action/puzzle RPG (not really an RPG, but in the loosest definition you could call it one. This doesn't directly address this post, but I do want to take a stab at defending the concept of large map counts rather than simply letting the answer to the request be: "Why the crap would you make that many maps?" I'm not familiar with the game in question this is being compared to, but I will address another game that involves some puzzles. Fair point, but I'm not sure I'm 100% sold. Of course, pivoting your project in a direction which likely will end up using at most 999 map is also a possibility. This way you can spend more time developing within one project. If possible, I recommend having one master game project, and multiple projects focused on one chunk of maps, preferably so you have as few transfers between each chunk as possible. time is spent switching between which map subset is shown in the editor. Due to shortcomings of the editor working with more than 999 maps does incur a dev cost. When evaluating your game plan remember that having more maps is possible. What the player perceives as the amount of map does not have to be the number of map files used. The number of MapXXX.json files is an implementation detail. You can perfectly fine have 50 maps that the players perceive as 4. Personally, my guess is that they have set 1 map file = 1 map. Think about them critically, but don't take their dismissive nature too much into account. So, while the replies are based upon some wisdom, remember their religious nature as well. Often, we do see people who make too many maps not completing their projects. Whenever someone mentions the 999 editor map limit you always get these religious answers about how you will never need more than that. 9999 maps would have been a better number, and one where they don’t have to think up new logic for managing the maps. The treelike structure can perfectly fine support many more maps. Why 999 maps? My first thought was laziness, but probably it's more a question of the devs not reflecting about the number of maps. Your game can perfectly fine have many more maps than that.Īs the editor does not support more than 999 maps, working with more does become tedious. It doesn't take me long to correct any misplaced Map, so I don't have any need for more functionality.The 999 map limit is an editor specific limitation. Just my way of arranging things I don't find it to be a major issue, as it's down to me to think abut my plans beforehand, or suffer the inconvenience if I've overlooked something. I can therefore move a whole group if required, retaining the internal arrangement of the group. One town has 5 Maps, another contains 11 Maps which, in turn, contain other sub-Maps. My current Project has 57 Maps, for instance, but only 12 groups. That way, as I flesh out the real contents of each Map, they are already in their rightful place.Īnother tip is to group Maps that are to stay together. If there are to be a large number of Maps (enough for it to be worth worrying about the order.) I would consider writing them out on paper first, then, once I'm happy with the overall plan, create them in that order, all at once, just as 'default' empty Maps, as 'place-holders'. For what it's worth, here's my take on this.