3d rpg map maker app2/17/2024 ![]() We also want to improve our random map generation algorithms to take away as much work and make map making as easy as possible. “During Early Access we will focus on improving the multiplayer experience with character sheets, notes, initiative tracker, improved dynamic fog of war, a feature to draw on the map during play and much more. ![]() How is the full version planned to differ from the Early Access version? “The Early Access period will take about 6 months.” Most map making features are implemented in the game and during the Early Access phase we will add all the functionality you need for your online and offline multiplayer sessions!”Īpproximately how long will this game be in Early Access? But that is never cheap.“The development approach for this game is to implement all map making functionality first and then build a fully functional virtual tabletop system on top of it. If you don't want (or can't) put in that work/time, then you can pay others to do that work for you. There is only one single shortcut at all for this, everything else is an illusion: There is no problem playing at it if you don't intend to get anything other than fun from it, but if you want to create a quality game that means you have to put in work as well as being willing to learn and train yourself. Game development with quality means work. There is one thing you really need to learn (and sorry, but your post so far give indications that you still don't understand that, not really and deep in your heart): This is especially true if you want to use parallax mapping - see my point 1 above, parallax mapping usually takes five times the work of regular mapping (unless you're very experienced with it) If you have those packs, you also don't need to be an artist and paint your maps, you only need to be able to import and move the pre-existing parts on your parallax picture - that is a bit more complex than placing tiles because you have no grid and unlimited layers (instead of 3), but follows the same principles and can be learned by anyone who's willing to put in one or two months of tutorials and training.Īnd one or two months is nothing in game development - any even halfway decent game will take several years to develop if it is done without a professional team, so reserving the first two or three months to learn what you need to do for all parts should not be a problem. And it doesn't matter if you're not good at GIMP at the moment - that is what training and experience is for, you'll get better in a year or two when working with that.Īnd you don't need to be an artist to do these kind of maps.įrom what I can see the map in your screenshot is most likely done with PVGames' Medieval Resources, which are pre-rendered pictures and tiles available for purchase in the main shop here on this website.īy purchasing those sets you eliminate the need for Mathematics that JonForum mentioned, that would only be needed if you were to use real 3D instead of pre-rendered pictures. So forget large parallax maps, those maps need to be small - and especially small if you want to deploy to mobile devices.įirst, as I explained in my post it is possible but a lot of work - much more work than a regular map. Just because you can place something doesn't mean you should place it on the map.ģ) Parallax maps require a lot more resources than tiled maps - in fact you'll need about two- or three THOUSAND times the memory for playing on a parallax map compared to a similiar sized tile-map. Maps done this way need a lot of extra work, there is a reason why most people stick with tiled mapsĢ) if you can't design a map (as in deciding where should what be placed, has nothing to do with mapping itself) then parallax mapping is only of limited use and has a high risk of creating unplayable and cluttered maps that are nice to look at but impossible to play on. You can find tutorials on parallax mapping on this forum, but three warnings:ġ) One of the artists on this board once wrote: regular mapping is 20% of the work for 80% of the quality of parallax mapping. Then (especially if you use an overlay) you'll need a plugin to fix all parts together, and either a plugin or invisible tiles to set passabilities. Sometimes you'll need a second picture (overlay) for top-parts. You basically create a picture of the map in an image program like GIMP or Photoshop, and then place it as a parallax background on the map. ![]() Maps like that are usually created by a process called "Parallax Mapping" or "Overlay Mapping" (which are very similiar in handling) ![]()
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