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- # Just some stuff I'd like to point out:
- # First off, this is just my personal opinion, and there's absolutely some
- # things that aren't liked by all. Heck, you may just want to take the
- # resources and ignore the writing ^_^.
- # About~
- # This is sort of my ending boom. I'm to the point where I've just lost that
- # joy I once found in game making and scripting. That is not to say I will
- # completely disappear from RRR and the RPG Maker world; I will doubtlessly
- # continue to mess around in RMVX when I'm extremely bored and certainly
- # visit RRR from time to time, to take a look on how things are going in
- # general. Anyway, I figure I may as well put my stache of scripts, graphics,
- # etc. up for anyone to use - why not? I hope this will prove useful to at
- # least some people. It was really because of Rain46 that I started making
- # this, though I'm not sure this is exactly what he had in mind ^_^. Another
- # big reason that I'm doing this is that I'm waiting for my sitar which I
- # ordered off ebay. That's another contributing factor to my losing interest
- # in gaming - I've discovered how amazing sitars are. They're also quite
- # challenging(or so I've heard/read). It seems as though it should be plenty
- # to keep me occupied when I'm not at school or doing school related stuff.
- # Honestly for that past few months game-making has been more of a way of
- # keeping me occupied; I really don't enjoy it all that much anymore.... I
- # did however enjoy making this; it gave me something to do, and I like
- # writing. It also gives me a strange joy to do stuff like this... it's kind
- # of hard to explain.
- # Uncategorized~
- # Credits
- # I would HIGHLY recommend keeping a script tab with all your credits
- # listed; it's easy to lose track of credits. There's a template listed.
- # 'Scripts Purely for Kit'
- # If you're using this project as the basis for your own, delete all of
- # them ;).
- # Mapping~
- # *all example maps are part of my game, please please please do not use/copy
- # them! (like I'm ever going to finish it...)*
- # Fogs
- # I, personally, find fogs to be one of the best things to make maps look
- # more detailed and 'alive.' They give it so much atmosphere, and enable
- # you to leave more empty spaces, as they still look somewhat full with the
- # fog over them. I like making fogs have the Subtractive feature, which
- # makes them darken things under them(i.e. the map). It works well with
- # gloomy or sad places, or just if it's night! Also have the 'Sub' feature
- # looks a lot better than just a plain old fog, it looks more like actual
- # dust, fog, etc. Having multiple fogs is also a really good idea, as they
- # almost look animated - it's quite neat.
- # Cities
- # Often cities look best very cluttered, small, and with a ton of things to
- # add detail. If you want to have a lot of houses, but don't want to take
- # up a bunch of space with all the maps, just make them locked. Don't make
- # things too organized; make the paths winding and random, make the houses
- # scattered as apposed to in a grid. This is medieval times, they were not
- # nearly as structured as things are now! Make towns have a heart, where
- # all the real action is (shops, banks, inns, the richer peoples' homes,
- # etc.). Some towns look nice with some slope, like the 'Cupara' map[town
- # folder]. Give it some surroundings, like maybe mountains surrounding it;
- # don't just make all the edges grass. Often times towns are surrounded by
- # large stone walls for protection from invaders. It's a good idea to give
- # resources, such as water(river or well), wood(trees or wood piles),
- # food(animals, farms, etc.). Depending on how your town is designed, it
- # may be good to have people wandering around, talking to eachother,
- # entering and exiting buildings, buying things, etc.(this doesn't
- # necessarily apply to trashed towns and the like). Give the buildings at
- # least some similarites; don't make every building look completely
- # different.
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