Designing maps is more than just connecting rooms together, there's a logic of where you can and cannot go at a certain point in the story, how to place the enemies and the rewards. It gets even more difficult in a parallel world type game like 100RTBD. When I developed ChronoScape for university, I had solved that problem by making the game extremely linear - you only progressed forward until you hit a locked door of sorts, changed to another time period, found the key, and moved forward.

Another interesting thing to think about is the whole concept of the endgame, optional bosses, new game+ and other concepts of the sort. I want to include these kind of things, so I have to think about them as I work through making the regular progression of the game.

Currently working on: Designing the map

Time spent on the project so far: 16 hours

Posted
AuthorJérémie Tessier