u/JefersonTomazella

I reworked my starting area using level design principles. Here's a breakdown of every choice

I reworked my starting area using level design principles. Here's a breakdown of every choice

Look at this map. At first glance it seems simple, maybe even random. But this is my reworked version of the starting area, improved with my Level Design knowledge and experience. Every road, mountain and tree is there for a reason.

Now let's look at some spots the player may notice.

https://preview.redd.it/tbna589np9uh1.png?width=1282&format=png&auto=webp&s=910b0798a832dac5cb0c2afcb3d48303751d3742

A: The Statue (starting point)

This is where the game starts. The player begins with a short conversation in a separate map, and the only thing they can do there is walk out to the world map (this one).

The statue is the first and most important Landmark: a unique visual object the player uses to orient themselves. Use landmarks to keep your players from getting lost. This is a small island, but it's still useful, because the statue can be seen from anywhere on it.

B: The Destroyed Village (first goal)

The road that leaves the starting point turns west and ends at the destroyed village below. This is the Critical Path: the route the player must take to progress in the game.

The train tracks near the town also help guide the player's attention toward it.

Inside the village, the player discovers a secret left by a friend they haven't seen in years, telling them about the mine and about an island southeast of this one. In other words: they need to get to the boat now, and there's only one other path to take.

Even so, the player might want to go east first, since they can see another direct path and a boat at the end of it.

C: The Broken Bridge

The broken bridge shows the player that this is not the right path. For now it works as a Forced Detour: you show the short way, close it, and make the player take the long way. Later it will be fixed, and the player will be able to use it as a Shortcut, a faster path that opens after the player already took the long way around.

The player wants to cross it. They can see the boat and the village. But they understand they can't cross here, so they need to go the other way around, and the most obvious path is the route west and south.

Notice there's no invisible wall and no dialogue needed. The block explains itself, right where the player hits it.

D: The Boat Village

This is a Weenie (a term from Disney park design): a goal the player can see but not reach yet. It builds the desire to get there.

Actually, they can reach it. If they take the north path, nothing blocks them, and some players like taking less obvious routes to get somewhere "before they should". This is known as Sequence Breaking, and a little room for it is a nice reward for curious players.

Regular players will take the path south to the destroyed village and the mine.

E: The Collapsed Mine

The mine is also a landmark, but less obvious than the statue. It's here only to bring lore and story: the main character mentions the mine was fully working seven years ago, before they left the island.

This is Environmental Storytelling, telling the story through objects in the world instead of dialogue (even with some dialogue, the players don't need a story text to understand this mine has collapsed). And the tracks running from the mine to the village make it even more obvious that the player needs to go there.

F: The Northern Hut

A hint that there's something on the north path. It draws the eye and shows there's another way to reach the boat. The small, broken pieces of road leading toward it are Breadcrumbing: small cues that pull the player toward a place, one step at a time.

The Paths

https://preview.redd.it/evmn579np9uh1.png?width=1282&format=png&auto=webp&s=27dd01ef5b3d7d9033952ddda530aa3089451a13

p1 is the most obvious and the first path. It leads the player to the first objective.

p2 is also right there, a Fork splitting off from the first path, but it's soon blocked by the broken bridge, showing it isn't an option right now.

p3 is the least obvious path, but it's still a path. It has fewer sections of continuous road, which tells the player it's less used (environmental storytelling again). Less obvious, but still there for whoever looks.

Negative Space

https://preview.redd.it/v3rlm79np9uh1.png?width=1282&format=png&auto=webp&s=bb04dd4f7fb72ba02f5f085db789d7a2cf416b0f

These areas have nothing of real interest (for regular players, more on this later), but they are a source of EXP and farming, since enemies only appear outside the roads. That rule teaches the player that roads are safe, so keep it consistent through the whole game.

This is called Negative Space: empty, walkable areas. It's something we should use, because it lets the map breathe and keeps paths readable. But not too much, or the world feels empty and exploring feels like a waste of time.

Secrets

https://preview.redd.it/4tcgj3anp9uh1.png?width=1282&format=png&auto=webp&s=bd1367a8784a369283bb23ad7cfb5a5996271845

Regular players may never find these, but hardcore and exploration-focused players definitely will.

The environment gives clues that something is hidden. These clues are called Tells: shapes that form arrows (hills, trees, mountains, rivers), a narrow path, a gap in a treeline, or anything else in the landscape you can imagine. Never hide something with no tell at all, or nobody will find it, or players will start pressing the button on every single tile.

Wrapping up

A good starting area doesn't need to be big or complex. It needs to tell the player where to go, explain why they can't go somewhere else, and reward the ones who look a little closer.

u/JefersonTomazella — 7 days ago

How to have 2 (or more) boats in RPG Maker MZ, no plugins needed

Two boats (or more!) in RPG Maker MZ, no plugins needed

RPG Maker MZ only gives you one boat, one ship and one airship. I wanted two boats on my world map, so I made a small event trick. No plugins, just variables and two simple events.

🚤 The idea

The second boat is a normal event that looks like a boat. When the player interacts with it, it swaps places with the real boat and the player gets on board.

So there's always one real boat and one "parked" fake boat, and the player never notices which is which.

📋 What you need

6 variables (the numbers are just the ones from my project, use any you like):

  • #38 BOAT ID: map where the real boat is
  • #39 Boat X / #40 Boat Y: real boat position
  • #20 Temp ID: current map
  • #18 Temp X / #19 Temp Y: fake boat position

1️⃣ The fake boat event

Create an event on the map with these settings:

  • Image: the boat sprite
  • Priority: Same as characters
  • Trigger: Action Button
  • Options: Walking + Direction Fix (Walking gives it the little bobbing animation)

Contents:

◆Control Variables : #0038 BOAT ID = $gameMap.vehicle('boat')._mapId
◆Control Variables : #0039 Boat X = $gameMap.vehicle('boat').x
◆Control Variables : #0040 Boat Y = $gameMap.vehicle('boat').y
◆Control Variables : #0020 Temp ID = $gameMap.mapId()
◆Control Variables : #0018 Temp X = this.character(0).x
◆Control Variables : #0019 Temp Y = this.character(0).y
◆Set Event Location : This Event, ({Boat X},{Boat Y}) (Direction: Left)
◆Set Vehicle Location : Boat, {Temp ID} ({Temp X},{Temp Y})
◆Get on/off Vehicle

The scripts, ready to copy (they go in Control Variables → Operand → Script):

$gameMap.vehicle('boat')._mapId
$gameMap.vehicle('boat').x
$gameMap.vehicle('boat').y
$gameMap.mapId()
this.character(0).x
this.character(0).y

"Direction: Left" just matches how my boat sprite looks. Use whatever fits yours, and keep Direction Fix on so it doesn't turn.

What it does:

  1. Lines 1–3 save where the real boat is.
  2. Lines 4–6 save where the fake boat (this event) is.
  3. Line 7 moves the fake boat to where the real boat was.
  4. Line 8 moves the real boat to where the fake boat was, right in front of the player.
  5. Line 9 boards it. The player is already facing that tile, so "Get on/off Vehicle" works right away.

The swap happens in a single frame, so it just looks like the player got on the boat they clicked.

2️⃣ The safeguard (map changes)

There's one catch: RPG Maker resets event positions when you leave a map. Without a fix, the fake boat jumps back to its original spot when the player teleports away and comes back.

Variables #38–40 now hold where the fake boat is parked, so we just put it back when the map loads. Create a second event on the same map, with no image and Trigger: Autorun:

◆If : BOAT ID > 0
  ◆Set Event Location : (WORLD) Boat Position, ({Boat X},{Boat Y}) (Direction: Left)
  ◆
:End
◆Erase Event

That's the whole thing.

  • Autorun runs as soon as the map loads, before the screen fades in, so the player never sees the boat jump.
  • Erase Event stops it after one run (until the map loads again). Without it, Autorun would loop forever and freeze the game.
  • BOAT ID > 0 skips it at the start of the game, before the first swap, so the fake boat stays where you placed it in the editor.

✈️ Works with any vehicle

Tested with the ship and the airship too. Just replace 'boat' with 'ship' or 'airship' in the scripts, and pick the matching vehicle in Set Vehicle Location.

➕ More than 2 boats?

Same trick: add another fake boat event. Each extra boat needs its own position variables (its own BOAT ID / X / Y) and its own line in the Boat Manager. The Temp variables can be shared.

⚠️ Limitations

  • Only one vehicle of each type is actually "real". The fake one is just an event, so it can't move on its own (you can still move the event around, and even change it's position by code).
  • Both boats should stay on the same map (in the demo, the world map). If the player leaves the real boat on another map and then uses the fake one, the positions get mixed up.
  • Both boats use the same sprite, so giving the second one its own graphic needs extra work.
  • Boarding a boat directly from another boat can misplace the player or break the event.

🏆 Challenge!

Try making a third boat with the steps above, and share your results in the comments, even if it didn't work. Was it simple? Did you find another way?

Want a harder one? Try to:

  • Use different graphics for each vehicle, like two airships: a dragon and a zeppelin.
  • Get past the one map limitation.
  • Fix the boarding a vehicle from another vehicle problem.

Found a case I missed? Tell me in the comments and I'll update the page.

📦 Bonus: Demo Project

You can download the demo project for this tutorial with some extra stuff (like all vehicles and the different airship graphics).

To get the demo, just download it from this from this itch.io page clicking here!

Happy RPG Making!

u/JefersonTomazella — 15 days ago