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Poll: Levels links
Right now (on Ruins), all levels are linked by custom npcs with a set area of effect (link width and height) coordinates of course, and also a black fade in/out effect.
All levels are made seperately then linked with that npc, but they all remain quite "alone", which means everytime you get warped to another level, you will have that little effect. It can get annoying, eventualy, for some of you. There's also that problem from the full screen, showing the blackness around the level (only sides) depending on your resolution. So my question is, would you rather keep it like it is now, or would you prefer to have a real map with all levels linked everywhere (like an actual gmap) and only warping effects when you go into another level that is not on the map (insides, caves, dungeons, etc..) Well? That's up to you! Vote now. Option 1: Keep it how it is! fade in/out effects everywhere and cute single levels where the action takes place! Option 2: Make a gmap and don't use the fade in/out effects outside, don't restrict the players to view one level at a time! |
definitely option 2.
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Option 2. Most players will have a high enough resolution to see the blackness around the levels.
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Yeah but that's really the only negative thing about it, keeping levels seperated allows me and my staff to focus on what happens in each, link everything correctly and make realistic map, saving time by not detailling useless places. It's also easier to organize in the file browser, I've created multiple subfolders for levels, such as roads, dungeons, cities, caves and insides.
All levels are also by then detailled with heart, which makes them all really unique and lovely. A lot of time is spent on each of them! |
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Hmm, It's up to you Soala. Do what feels right.
Seeing this post makes me realize, i wonder if it's even appropriate for graal to scale up by showing more levels instead of scaling all the gfx up. |
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A gmap != automatically bad. The whole idea that a gmap means you won't pay attention to the levels is... well, an insult to yourself. If you want quality levels, make quality levels. A gmap isn't going to stop you from making nice levels, only you can.
Also, transitions are nice if done right. Slow transitions that do nothing but make it annoying to go in and out are bad. Most games pull it off because there are rarely times the player goes inside(for example there were only a handful of houses in Zelda 3). However on a game like Graal where you're most likely to find plenty to towns/houses, it can be annoying. Make it quick and swift and make sure there's an option to turn off transitions. |
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gmap but dont make them like full overworld. different areas should have different gmaps. imo
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I am going to use Link to the Past for this example, but imagine using transitions on that game for different locations. You enter Misery Mire's GMAP and it has a unique little transition effect, and the location name pops up on the screen. You enter Kakariko Village and there is a transition for that too. Maybe you can use the GMAPs but have a custom M option that will bring up the whole overworld map which you can zoom to your specific location and bring up the GMAP for that location. But I don't know how hard this stuff is to make, I just make the levels lol. |
max that's pretty much what im thinking. that way you dont have to worry about overworld filler levels and just filler levels in general. all of the levels would then have a purpose and no levels would have to be made just to have something in between two cities etc
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Yeah, I'm a big fan of Crono's idea.
That said, I've never been on the server. If travel by foot isn't needed, for whatever reason, then I say keep the levels the way they are. But, if the player has to frequently go from level to level, then it's a pretty bad idea, and the novelty will wear off quick. |
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Although it might not directly apply to this thread, it still has some relevance. |
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