Gaming Globes

I always had a curiosity with maps and map making. One thing that came to my awareness is that your typical RPG map makes little sense when you consider a round world. Beyond the fact that they map behaves like toruses (you go go down the bottom and appear uptop and traveling in a diagonal straight line odes not return you to the starting location. I mean the land masses just don’t seem quite natural for a globe. I played around with this idea in Blender but the gifs I made of the planets just did not do the idea justice. So I made it in unity instead.


Click the above image to check out Game Globes, featuring Final Fantasy 1, 2, 4, 5 , 6 (twice), and Dragon Quest 3, Seiken Densetsu 2-3 and Terranigma.

Load time is pretty huge (25 megs) but it’s pretty cool if you’re interested. The maps were often stretched to try and make them less troubling, scale wise, but the large oceans remain. Only a tad worse than the South Pacific though, to be honest. Also if you’re interesting in a local executable, here’s one for windows. Be warned, it’s 40 megs.

3 thoughts on “Gaming Globes

  1. Very cool, Kayin.

    I’m surprised no one has ever done this before. But, I can’t think of ever seeing any of these maps put on a globe before…

    Now it’s time to figure out how to maps these to a torus?

  2. Well, one easy 2D fix is to make a 180-degree-rotated, duplicate world just north of the original, then offset half the distance horizontally; and include a “reorient 180-degrees option” (or basically, a warp to the same spot of the flip-map). But this would also make for data redundancy.

    Oh well. I’d always imagined that “square worlds” were ironically torus-shaped anyways, located between two suns; and that day/night was somehow conveyed by the planet’s relative atmosphere instead of orbital position. After all, if it’s night in a world, it’s night IN THE WHOLE WORLD. Right?

  3. Is there some multiple layer option on what you used to make these? I ask because the toggle atmosphere button is turning the globes sphere-of-annihilation-black.

    At least one of those maps, the Final Fantasy VI World of Ruin map, evades the not looking natural criticism by being the product of an unnatural disaster that shifted continents around. Final Fantasy I might have had some towns destroyed by flooding if it took its map seriously when the player blew open the passage between the inner sea and the ocean. Final Fantasy IV’s map is stranger then that globe reflects because it has a large cave that probably should have sunk a couple of its landmasses and lowered its ocean. One of the moons in Final Fantasy IV is also hollow.

    Kayin, perhaps you would get a kick out of reading K’s Dungeonomicon.
    http://community.wizards.com/go/thread/view/75882/19527098/The_Dungeonomicon?pg=1
    It contains explorations of D&D (3rd Edition I think) mechanics and consequences for the game world such as:
    “Wish and the Economy

    An Efreet can provide a wish for any magical item of 15,000 gp or less. A Balor can greater teleport at will, but can only carry 30 pounds of currency while doing so. Even in platinum pieces, that’s 15,000 gp worth of metal. The long and the short of it is – at the upper end of the economy currency has no particular purchasing power and magic items of 15,000 gp value or less are viewed as wooden nickels at best. You can spend 15,000 gp and get magic items, but people in the know won’t sell you a magic item worth 15,001 gp for money. That kind of item can only be bought for love. Or human souls. Or some other planar currency that is not replicable by chain binding a room full of Efreet to make in bulk.

    Powerful characters actually can have bat caves that have sword racks literally covered in 15,000 gp magic items. It’s not even a deal because they could just go home and slap some Efreet around and get some more. But even a single major magic item – that’s heavy stuff that such characters will notice. Those things don’t come free with hope alone, and every archmage knows that.”

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