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(+1)

It's a good question. I couldn't think of anything other than the starting area, which is small and uniformly interconnected, but there are a few things which would benefit the game experience

Like a map! But that'd be very difficult to implement, given how arbitrary the world can be constructed. As long as a tile doesn't try to connect to itself (since that breaks some of the assumptions that the interpreting makes in connecting tiles together as the player moves through them), any arrangement of map tiles can be laid together in any arbitrary order. When you can't lay things onto a flat grid, or even reliably transform positions onto a flat grid, making a map out of everything is not going to be easy.

So, I guess the secret to "how things fit together" is "however I want them to, shaddup" with a side of "usually either three, four, or five adjacent tiles to any corner". Making a tutorial or a map for "the developer's whims", to put it bluntly, is not easy!

The solution, I suppose, would be to restrict freedom, and enforce one of those rules strictly (3 or 5 tiles to a corner) which would make maps a little easier to make. Some ability for the game engine to draw perspective would help make a map for the "3 tiles to a corner" curvature, but I don't have any good ideas other than the good old poincare disk for "5 tiles to a corner", which I don't have good math for.

thanks for the thoughtful response, much appreciated!