Mystara. The main continent and setting for the game. I didn’t want to do anything too complex for the overworld; but I also didn’t want to leave it out entirely. So I kept things simple, making it a glorified map screen.
That’s not to say I couldn’t do a bit of visual storytelling with it. The continent used to be one, but some unknown cataclysm fractured it, resulting in the massive scar between the two mainlands.
While most of the main game takes place in the center of the larger half, I did try and spread things out a bit in the end-game and post-game areas. And if you look closely at the map and compare it to the areas of the game, you can actually see some of them reflected on the overworld.
The starting point of the game, and the largest hub area by far. I wanted to go for a really classic JRPG starting area of a city located among sprawling fields and mountains. It’s got a variety of locations, from the outdoor market, to some training grounds, to a library for those interested in the deeper lore of the game. Click below to read more on the surrounding areas!
The treetop village home of the Elves, Yggdrasillia was originally meant to be located in the branches of trees instead of on top of them. However, with the limited assets I had available with just the default RPG Maker, I couldn’t really get a good look for tree cover both above and below the buildings. To differentiate the buildings from those of Arcadia, I made sure to add a lot more branches and vines, to represent the trees growing up the sides of the structures.
The underground city of the Dwarves. I tried to go with a much more natural shaping to the buildings and walls to really give that hollowed-out cave feel. Then came the torches and support beams to really drive home the mining aesthetic. And of course, every single dwarven NPC needed a beard.
The hub of the Demon Continent, the name of which is technically a spoiler. A ruined town where the dregs of Demon society struggle to survive in a blasted wasteland. The buildings are run-down, the interiors are sparse, and the ground is dry and cracked. I really wanted to sell just how downtrodden the people living here were. There isn’t even enough materials for everyone to have a house.
The first of two post-game areas, Khaldin is the hub of the game’s snow area. I really wanted to go hard on the winter wonderland vibe, complete with snow-covered roofs and a frozen pond for ice skating!
This is also where I started to spread out the different areas a bit; instead of each zone being connected to each other, they’re all spread out, each with its own entrance on the overworld.
The second post-game hub, Mirage is a desert town accessible only after the player gets the ability to fly in the overworld. It is the highest level area in the game, with the hardest enemies and bosses. It is also where you can get the best gear, and is a necessary stop for certain endings. Not everyone in Mirage stays there permanently; a lot of people, like the Dark Elves, are nomads; hence the increased number of tents.