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Walk This Way

  • Craze
  • 05/05/2010 12:05 AM

I do two similar yet very important things in this screenshot. I'll give you two hints to help you figure out what.

1) The red line/arrow is the dungeon's entrance.

2) Read this article for your own good.


What do I do here? I provide mostly subconscious indications for the player as to what can actually be walked over. In this case, it's the small grass clump and the pebbles. You have to walk over them in order to progress anywhere in the dungeon. The player learns "oh, I can walk over small objects, including small clumps of grass!" This seems silly and trivial, but it's important. If people don't understand your design, how can they truly enjoy your game?

Probably of more general interest: I am very close to (like, about two hours of writing/testing away from) wrapping up Chapter II: Enter Argot. Steady headway gets a game done!


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Then ten minutes later you see another patch of grass or maybe a flower which is about the same size but completely impassable.

Moral of the story: Consistency is important!
I thought the grass clumps indicated the correct path towards the end of the dungeon.

That was the gimmick side of my mind thinking. But I am sometimes in awe of how games don't follow what you just said!

I also just noticed you really like corridors. Your dungeons are very corridory.
why would i heal when i could equip a morningstar
Open spaces have TOO MUCH FLEXIBILITY*. Also, there is an underground river in this cave that has some open (wider) spaces around it!

The grass clumps kind of show a path because they don't pop up around areas far from water, and the largest bodies of water are on the way to the exit. It's not a very big dungeon, anyway. Three maps, a boss chamber, and two optional maps under the main path for Moar Loot. It doesn't need a gimmick like that.

*I am kidding, it's just how I like to map.
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