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(+1)

Haha oh no... I didn't notice the house door was different than the tower door. It was a separate object in that asset so didn't get covered by the mesh collider.

Snapping would have definitely been a good approach to making the mapping a bit more forgiving. I was also considering a system where you have some indication on bad pieces of which direction they need to go and/or how close they were, but didn't have time to iterate on anything there.

Love the idea of having some tool(s) like a sextant to help you more accurately judge things! And incorporating the bird a bit more directly also could be cool. I couldn't actually find any birds in the asset packs, so that's why they ended up as some flying thing out of sight.

I actually haven't played Firewatch, but the early days of The Long Dark (before their in-game mapping system) was the main inspiration. I used to make hand-drawn maps by trying to get on hills and triangulating landmarks and slowly building up the accuracy. So much fun.

I'm glad you enjoyed, and thanks for the comment!