RPG Developer Bakin — Map Making Overview
In this article, we will give an overview of map making with RPG Developer Bakin.
Bakin’s main screen, which appears when you open a project, is the Map Editor. In the center is the map being edited, and to the left and right are menus and a group of functions called [Palettes]. At the upper side is the top menu for saving projects, etc., and at the bottom are buttons that change the behavior of the map editor operations and display.
These palettes are removable and can be positioned anywhere that is easy to operate.。
|Map List Palette||his palette manages the maps in the project. New maps are also created from this palette.|
|Placed List Palette||It manages objects, events, lights, etc. that exist on the map being edited.|
|Common Events Palette||It manages [Common Events] and [Battle Events] that are referenced throughout the game.|
|Tools Palette||It manages the various tools used for map editing.|
|Stamps Palette||It manages terrains, objects, and events to be placed on the map.|
|Map Settings Palette||It manages various things of the editing process, such as the size of the map, background music, screen effects, and enemy placement. Elements such as working camera behavior can also be configured in this palette.|
Create a New Map
All maps created in a project are stored in the [Map List Palette]. New maps can be created by pressing the Add button in the [Map List Palette] and specifying the map size, etc.
While it is possible to start with a flat terrain, Bakin can also generate an undulating terrain from scratch or from an image drawn with specific rules.
Tweaking a Terrain
Once you have a new map, use the various tools in the [Tools Palette] to tweak the terrain. Various types of selection tools can be used to select areas to raise or lower the terrain.
It may be easier to create a rough terrain by using a right-click menu such as “Align the elevation to the lower or higher of the selected area” and then adjusting the terrain in detail.
You can of course add your own terrain stamps.
That explanation is for another time.
Placing Objects and Events
The terrain is now roughly complete.
In Bakin, buildings, trees, furniture in a house, and other items to be placed on maps are grouped together in the form of “stamps” on the [Stamps Palette]. Simply select stamps from the [Objects] in the [Stamps Palette] and place them on the editor to complete the placement.
Of course, the angle and size of objects can be freely adjusted, and objects can be placed floating in the air.
You can also place desired objects such as grass or trees in a sequence, tracing them like a pen.
[Events] can be placed in the same way as [Objects]. We will discuss [Events] another time.
Everything placed so far is lined up in the [Placee List Palette]. The [Placed List Palette] is not only a list of placed items, but also manages their sizes and other information.
Create the Map More in Detail
Bakin allows point lights and spot lights to be placed on maps. Select and place lights from the [Tools Palette] and tweak the range of influence of the lights, etc. If you want fine control, use the properties in the [Placed List Palette] to adjust the values.
Next, let’s place particle effects. Particle effects such as water splashes, clouds, and fireflies can also be placed on maps in the form of [Stamps] in the [Stamps Palette].
Finally, screen effects are used to determine the overall mood of the map. Open the “Rendering Settings” tab in the Map Settings palette. Various numerical values are lined up, and although they can be adjusted in detail, the atmosphere can be drastically changed simply by selecting the preset data that has been prepared. Let’s start by choosing from the presets.
The details of [Rendering Settings] will be introduced in another article.
Bakin’s map editor has many more features.
We invite you to make your dream of wonderful game stages come true with Bakin.