

RPG MAKER MV TILESETS OVERWORLD PLUS
See our list of engines we've tested here, plus information on compatibility. You will receive tilesets formatted for RPG Maker, plus other sheets suitable for use in any engine that can use variable width tilesets. The Brand New Overworld tileset includes 48x48 and 32x32 versions of all tiles. towns/cities/castles/floating hills/etcĬheck out our sample overworld if you need a little inspiration!.walls in six ground textures to match all environments.I've gone through a couple revisions of it and I think it looks pretty good now.Let your players explore a whole new overworld, for RPG Maker, Unity, Godot, Tiled and more! If you're tired of default assets or just need something a little different, grab this set. My overall method is to use as many different tiles as possible to keep the map varied. I found the additional tiles through searching Google images and the RPG maker forums. I know that I got way too ambitious with it, but I don't really mind because I've been enjoying working on it and I know that I'm going to see it through to the end.Īs far as what tiles to use, I've been using the RTP for the terrain, with a few other tilesets for actual locations. I've been working on the game (my first game ever) for over a year now. I've been slowly fleshing out each location map one by one. Here will be the snow area so I'll build a snowy village or castle", etc. So when creating the overworld, I just said to myself "I'd like to build a village here, maybe a tower there. Starting with the overworld was my way of mapping out the entire game before I began working on any of the details, so I could see just how many towns/castles/dungeons/etc I'd need to build, and get a sense of what I could do with the storyline (and where I'd want it to start and end). I use mine more as a way to connect together all the locations, which are where the bulk of my game's events occur. Most auto-tiles are animated, usually with three frames of animation, in contrast with regular tiles that arent animated. As a result of that, I don't have any combat on the overworld map, and it's probably on the smaller side when compared to most other games that have a certain amount of action and NPC interaction on the overworld. You have to get a quest in order to really explore into the cooler areas.

I've made my game be a bit more open-world in terms of where you can go to explore, almost in the style of an Elder Scrolls game, where you can go around and check things out ahead of time. What do you think? How's your foray into overworld design been?įunnily enough, I actually did the overworld as my first map, and it dictated much of what I ended up creating for location maps. I can't seem to break the RTP mold from it. It is a necessary part to my game by design, this big beautiful machine of a game where the gears turn in absolute synchronized perfection and the pistons pump rhythmically, and as the steam clears I can't help but shake the single, ugly, rusty cog that is the overworld. It is my bane, yet I do not wish to rid myself of it. I can visualize the details and understand exactly how something is going to look and how great it can turn out with all of its potential for everything but the world map. I can think of a thousand and one ways to add atmosphere to dungeons, forests, towns, whatever. It seems to be the map that's hardest to approach. I simultaneously love the overworld, and outright despise it all the same, simply because it seems to be incredibly difficult to make it look good while not looking overly-RTP. It's been the biggest "thing" in my project. We curated all the assets for you to start working on it in this article A big thanks to Skatefilter5 and Yanfly Moe for creating these assets and sharing them with the community Don’t forget to click on the name’s artist in the posts so you can read the terms and credit them later.
