Features of a really good overview map
I'm currently thinking about what an overview map in a RPG should look like and need some input. The goal I have is making it easy for the player to navigate through indoor environment like dungeons and buildings. The main problem is making the map easy to read and to orientate oneself on it while displaying complex interiors. For example, a building might have many different levels, so how can I make the map easy to navigate through those levels without the player becoming confused? Other questions I have include: Should it be simple to be easily "read"? What should the icons look like? How can I make the make look useful without giving it the feel of a boring blueprint? How should different levels of indoor maps be displayed? Your ideas, suggestions and maybe examples of games tha do this already very well are welcome! Thanks! :)
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Hmmm...just to be as helpful as I can...
Not sure anyone understands fully what you mean. Maybe you should give the specifications about your game: 2D, 3D? The map you are talking about is an item to open up and read or an actual walkable terrain? Etc. I am a beginner, I don't know programming but I think you aren't being clear that's all! Sorry, heh...!
Not sure anyone understands fully what you mean. Maybe you should give the specifications about your game: 2D, 3D? The map you are talking about is an item to open up and read or an actual walkable terrain? Etc. I am a beginner, I don't know programming but I think you aren't being clear that's all! Sorry, heh...!
So by overview map, I'm assuming you mean the typical mini-map that is usually found on the bottom right of the screen, correct? Like Sylon said, we need more info on the game it's being used in (2d, 3d, type of environment, etc). And before we even come to that, have you asked yourself if you should even have a mini-map in your game? Would it make it too easy to navigate through your game (are you trying to challenge your players)? Do you only want it in certain areas (like the world map, or a town) and exempt it from dungeons?
I think the best thing to do would be to find some games with examples, post screenshots, and then we can discuss the advantages and disadvantages of different implementations as well as suggest improvements. That's typically what I do when trying to decide on a feature implementation.
I would post some screenshots for starters right now, but I'm running late and I need to leave. I'll keep my eye on this topic though; it seems very interesting.
I think the best thing to do would be to find some games with examples, post screenshots, and then we can discuss the advantages and disadvantages of different implementations as well as suggest improvements. That's typically what I do when trying to decide on a feature implementation.
I would post some screenshots for starters right now, but I'm running late and I need to leave. I'll keep my eye on this topic though; it seems very interesting.
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OK. Here is what I think.
For a start, Blueprints are NOT boring. they are helpful. Even more so in a heist. If you are planning burglary, blueprint is your friend. If there is no electric component circuitry or water pipes, then forget about blueprints and go for the actual architects drawings. They will be as clear as anything for anyone looking at them with a semblance of a sense of direction.
But this only applies for buildings with only ONE level.
If you are planning to have a multiple storey building, you need to have ALL the plans of ALL the levels piled up, but with empty layers between them, so that when you turn your maps THAT way, you can see an almost exact representation in 3D of that building. If you could add some lines to give a representation of the outer aspect of the building, in order to allow the player to RECOGNIZE the precise point where he is, in relation to space, it would probably be perfect.
At least, this is the opinion of someone with MORE than a semblance of a sense of direction, and quite used to blueprints anyway...
For a start, Blueprints are NOT boring. they are helpful. Even more so in a heist. If you are planning burglary, blueprint is your friend. If there is no electric component circuitry or water pipes, then forget about blueprints and go for the actual architects drawings. They will be as clear as anything for anyone looking at them with a semblance of a sense of direction.
But this only applies for buildings with only ONE level.
If you are planning to have a multiple storey building, you need to have ALL the plans of ALL the levels piled up, but with empty layers between them, so that when you turn your maps THAT way, you can see an almost exact representation in 3D of that building. If you could add some lines to give a representation of the outer aspect of the building, in order to allow the player to RECOGNIZE the precise point where he is, in relation to space, it would probably be perfect.
At least, this is the opinion of someone with MORE than a semblance of a sense of direction, and quite used to blueprints anyway...
Yours faithfully, Nicolas FOURNIALS
Does anyone remember the planning phase from Rainbow Six? You could look at the blueprints of the building you were going to enter, and set waypoints to make your team bash through it tactically. The feature was annoying because there was no on-the-fly way to adjust it, so if your team got hung up in a doorway, you usually had to shoot your point man to get on with the mission.
But the blueprint thing was terrific. You could check different floors, see ladders, fire escapes and other features of the building. In-game, there was a sort of mini-map where you could see your location in the building.
Maybe some variation on that schematic view would be appropriate. Or maybe you should just do it like Diablo does it, and have the map "draw in" as the player explores. Marathon did this, too. It's not a cheat, but it helps you backtrack more effectively, and you can remember where good items or recharge stations were.
For an RPG, I recommend you look at Diablo II, and work from what Blizzard did. It was a good system.
But the blueprint thing was terrific. You could check different floors, see ladders, fire escapes and other features of the building. In-game, there was a sort of mini-map where you could see your location in the building.
Maybe some variation on that schematic view would be appropriate. Or maybe you should just do it like Diablo does it, and have the map "draw in" as the player explores. Marathon did this, too. It's not a cheat, but it helps you backtrack more effectively, and you can remember where good items or recharge stations were.
For an RPG, I recommend you look at Diablo II, and work from what Blizzard did. It was a good system.
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