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Reply to Re: Map Development Hardest Part of Dmod

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August 11th 2005, 02:46 PM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
@MiloBones: Hmm, I dunno.. I don't think the average starting D-Mod author has the knowledge to create scripts to automatically create and position the nuts for a tree; some are happy when they can let two people have a conversation and they don't use all the commands the engine has. And for placing sprites (like your carrot example), wouldn't it be easier to simply check the depth dot the carrots should have and (S)tamp away? - a dozen carrots quickly

@igloo15: You have to decide what you want to create like a village, a cave or whatever and then think of the things you'd expect to be there (some also story-related). For example, in a town you'd expect a few houses, one or more shops, other important buildings (like mayor's house, town hall, military buildings). Some of these might be story-related too (i.e. they're there because you needed such building in your story). Then you should create a network of paths to guide the player where he can find all the buildings. Then you decorate these screens with boxes, grass, rocks, flowers, trees, bushes, objects, anything that you could find there.

And if you still have screens without decoration, you can add things like a well, a sign or other story-related decoration (holes, rubbish in case something has happened there). And don't forget, sometimes less is more - like MiloBones said, you can create large areas for the player to wander (like areas in the original adventure) but you can also limit the area by only creating what is needed while still keeping the ability to explore.