ID:151776
 
I was just simple wondering if an ideal for a better environment is a grand thing to a RPG. Of course setting the player into the game is a great thing to do but ... what about having to do advanced coding and all for an appearance.

Example:
- Do you think it a better thing or worse thing for a game to compile maps into at the beginning of a game for a layering appearance or is the overall performance loss worse off.

Example:
- Is the UI(User Interface) to be a brillant masterpiece or a easy to use, bland, piece of work.

Example:
- Should there be actual elevation or just the look of...(More of a coding question, on which is more flexible to the creator)

Courax wrote:
I was just simple wondering if an ideal for a better environment is a grand thing to a RPG. Of course setting the player into the game is a great thing to do but ... what about having to do advanced coding and all for an appearance.

Example:
- Do you think it a better thing or worse thing for a game to compile maps into at the beginning of a game for a layering appearance or is the overall performance loss worse off.

Not entirely sure what you mean here, but I will say the pre-loading vs. on-the-fly loading of maps is a choice based on the needs of the project. It also depends on how those maps are handled. For example, if you're using a multi-sever set up similar to the way modern MMORPGs do, you're going to be loading maps as needed.

Example:
- Is the UI(User Interface) to be a brillant masterpiece or a easy to use, bland, piece of work.

Generally speaking, a clunky UI can kill an RPG (or any game, for that matter) faster than crappy gameplay. All graphical elements of your game should look good. This doesn't mean they have to be "oh, wow!" graphics, but they should look good and fit the feel of the game.

Example:
- Should there be actual elevation or just the look of...(More of a coding question, on which is more flexible to the creator)

Similar to the maps question, this boils down to developer choice. Will elevation add anything to the game? If there's a mechanical reason to try and model elevation, then go for it. If there's not, then a nice illusion of such will suffice.
Courax wrote:
Example:
- Is the UI(User Interface) to be a brillant masterpiece or a easy to use, bland, piece of work.

Nothing says it has to be either this or that. You could have a UI that is a brilliant masterpiece, and is still easy to use, etc. One doesn't contradict the other.
Example:
- Is the UI(User Interface) to be a brillant masterpiece or a easy to use, bland, piece of work.

I would say a brilliant masterpiece, since a truly brilliant masterpiece would be something that looks great AND is easy to use.