Lets go through these in order:Taledus wrote:I have not seen these idea yet, but would have thought they would be one of the first addressed...sorry if I have missed it but did not want to post an entire new thread for these:
Paperdolling for worn equipment...something different that the shirtless guy
Character selection...more than 1 sprite.
Character direction...the sprite on my device only faces 1 direction - down.
Background for main menu...there's just characters...would look better imo.
Full maps for outdoor areas, not partial ones. Makes it easier to align the maps when mapping.
Blocked off areas that appear to be opened...simply adding trees or rocks can help.
Switching the layer the sprite is drawn on. I have only seen this in 1 other game where the sprite can walk on top of a bridge, as well as go underneath it. It adds depth to the environment and can add more uniqueness to the game. It can be done in the same manner as event tiles, except that 2 would be needed, one before sprite goes under bridge to draw under the layer, and one when they exit to bring them back to the original layer. While the concept is simple and my explanation is a very basic one in order to explain it, the idea can be used for much more than just bridge areas if you think about it.
"Paperdolling" - There has been some tinkering with this by the community. We would love to do this but we do not have the graphics.
"Selection" - Something we are keen on doing if we can find the graphics
"Direction" - Not something I have personally thought much about but I think that if we added directions to our main character we would have to add it to the NPC's as well. Again, a lack of graphics.
"Main Menu" - There has been work on this by some of our wonderful community members as well but nothing finished yet.
"Full Maps" - Not sure exactly what you mean? Are you talking about maps that are small and you can see the black borders? There is actually fairly decent map alignment as it is.
"Blocked Areas" - I think that would give the maps a more linear and trapped in feel, not the open-world concept we are going for.
This switching sprite thing is interesting I am going to do some research on that.