zRPG 2.0 – Update #4

Once again, this update hasn’t added any functionality to the game, but has added content with an emphasis on the Map.

The Old Map

Here is the very first version of the map that I started. This map looks just like the one from zRPG 1.0, and I decided I wanted to move away from that. This is not the map that I will be using.

2017-11-13 22_15_16-Map.xlsx - Excel

Map à la Max

I asked my friend Max to assist me in creating some NPCs and some Locations. The conversation we had resulted in us getting into talking about Dungeons and Dragons. Neither of us have ever played before, but it’s safe to say you can expect some posts about D&D in the future! Max did however give me some ideas for people and places within my game world. He actually drew out a map, and gave me detailed explanations about each location.

Here is the map he drew:


I didn’t want to use his exact map. The purpose of bringing him in was to help me find my own creativity. I took what he gave me and morphed it into something else. He provided me a great starting point and certainly helped me come up with this.

My Map

Sticking to the original Grid/Coordinate system, this is what I came up with after seeing Max’s Map:

2017-11-14 14_17_25-Map.xlsx - Saved

2017-11-14 14_17_37-Map.xlsx - SavedThis may be incredibly difficult to read depending on what kind of device you are using, so I will just describe what the different colors mean.

  • The gray area in the middle is the character’s house. The start of the game.
  • The Red locations are dangerous locations. This does not mean that you will only find danger at red locations.
  • The Blue locations with lines going down to the right are water locations. These are impassable.
  • The Green locations are basic terrain locations. These may include forests, fields, swamps, etc.
  • The Darker Orange locations are main locations, mostly Cities and Towns.
  • The Lighter Orange locations are secondary locations like cabins, houses, towers, etc.
  • The Brown locations represent bridges. These are one of the only way to pass waterways or voids.
  • Voids are impassible areas that are anything but water. Rocky areas, swampy areas, blockade areas, etc. Waterways are voids, but voids aren’t always waterways.

There is a huge possibility that this map will look different the next time you see it. When I begin converting the map from an idea to a reality (code), I’m sure there will be plenty more ideas.

Future Map Plans

Once I get the game up and running with a map populated, a step that I want to move towards is having the ability to enter towns, dungeons, and other areas. Essentially, each of these areas would have their own, smaller map. A map within a map, or a nested map. These are the kind of things that I am glad I am thinking about now, before the code is all already there. Changes like this need to be thought about during the design phase, and not in the middle of coding.

Upcoming Updates

We probably won’t see any huge code changes to the game for a while. But here are some things you can expect to see in the next few weeks:

  • More Map Updates
  • Theme Updates
  • Lore
  • User Interface Design
    • Load Character Screen
    • Main Screen
    • Menu Screen
    • Quest Screen
    • Inventory Screen
  • NPC, Location, Item, Monster, and Quest Updates


Thank you for reading, and if you have any questions, comments, concerns, or suggestions, please don’t hesitate to let me know!

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