Valkyrie Sword (Rule #34) for RMMV v0.13-Early Beta (Patreon)
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The first question everybody asks on the forums is "why would anybody need more than that". Well, I shoot trolls on any forum give that response, clearly someone does, and they've given it some thought, or they wouldn't have friggin asked about it!
For this game, I had intended to tile maps of size 96x48 into zones of 20x20 maps, with around 10 such zones per world, and around 10 worlds. (not all at once, mind you, but this was the intended scope for the game world)
Of course, that is 400 maps for just the first zone... not accounting for towns, buildings, dungeons, and other sub-maps that might be present, we would have killed almost half our map-space with the first area! (and only 1% of our planned scope!)
Irksome as this issue is, there are a few steps to mitigate the limit. First off, the RMMV ENGINE doesn't care how many maps you have, so long as the naming schema is updated for the extra leading zeroes. Of course this is not a publicly exposed setting, rather something in need of javascript plugin access.
There is a plugin to create tile-like transitions using camera-locking and forced panning, but this only works within a single map.
The maximum size for maps in RMMV is 256x256, which is big enough for a small country or province, but hardly a world-sized map. Still, I can pair these two together and adjust the camera tiles to something with a multiple of 256. Perhaps 64x32 or even 32x16.
I would still need to tile some maps together, but not as many, so this would at least get me a few finished worlds, again not counting for points of interest within the zones.
But, even if Kadokawa completely removed or extended the map limit to 100k+, we still hit an issue on the number of files in any given folder. This means the final limit has to be between 10-32k maps.
So, although 9999 maps still doesn't seem like enough for a seamless tiling game world (especially with the originally intended medium sized maps), it is pretty close to the logistical limit of many file systems (especially FAT32, ExFAT, and CDFS). In fact, even NTFS struggles working with folders over 30k files.
So, a threefold approach is needed to get the game maps to behave close to what I originally envisioned... and because of that I will be radically changing these maps.
To that end, I wanted to send out a beta before that change to see how you guys felt about the current/intended map tile size, and give you something to compare the next version to.
The dark-rectangle over the title screen shows the scale of a full 20x20 map zone, of course we're only using 23/400 map-tiles in that area so far.
Don't worry, I haven't been spending a ton of time on this project, its only a few hours further along that the last build... but that time has been significantly expanding the map for the first zone. (There are 9 tiled maps in the castle area, and about 14 in the mountains to the East. This expansion has finally allowed passage for the original party, without forcing a certain event to occur.)
There's not a whole lot of story yet, but this should be a fun distraction for a few hours of play/exploration. There's enough functionality/content that I'm moving this from alpha to early/private-beta status.
Just unzip parts 1 and 2 into the same folder, and run game.exe to play.
Or, if you'd prefer, here is a single-zip archive on google drive:
https://drive.google.com/open?id=1VXG5fbuIoB8xkoxNHFikbwQ-sEydXoZA
(patreon finally let me upload the attachments... 1 per post/update, no *.z01 files)