![]() Basically it doesn't arise when rooms meet in a "four corners" pattern, but only when the border of one room strikes the border of another in a T-junction. Room transitions, avoiding transits within 7-9 tiles of a T-junction: This is a problem we have to contend with which is unique to the form of camera anchoring we are using, which is common to a lot of other overhead games, and some side-scrolling panning games as well.There are loose rules about open-world design which state that the player should have their attention diverted from the task at hand every 30-40 seconds or so by something in their environment, which helps to keep them engaged, and not feel like they are simply grinding through legs of a shopping list of tasks. Frequency of secrets and events: So too must the density of these locations be high, becase the further apart they are, the less content the map will feel like it has, and the more of an open wasteland it will resemble.places they can see but not reach, with some enticing visual draw to them. Points of interest: The map should be full of unique moments which the player is encouraged to recall later. ![]() Some regions like the midlands forest need to connect multiple other regions, but these points must too be placed a fair distance apart, so this also create a minimum thickness scale for these regions as well. This means that places where it is possible to transit between regions need to be placed somewhat far apart, or the player will be changing musical themes too often, or too rapidly.
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