Sometimes removing features can feel just as good as adding them. Shrinking the game's scope to increase feasibility boosts morale and brings the game's release day closer. I was thinking hard bout the pickup and play feel I wanted the other day and felt that getting around the map needed to be faster. If some players are only playing in stretches of 5-10 minutes at a time, there needs to be a fast sort of warping system in place. It'll make dashing out of a dungeon or forest to stock up on items and warping back smooth and quick. Why waste time roaming a map when you can press a button?
I also wanted to reduce the scope a little. Having a world map means making more sprites, spending time defining a good look for it, and working out how to control Clover on it. Cutting this feature probably saved me a couple weeks of development time. I think the world will feel better as a Zelda style connected whole in the end anyway.
Check below the break to see what I have in mind for the world map and it's varied regions.
I doodled something in paint to get my mental image in front of me. This is the basic flow of the world I wanted to have. Some way to make the drastically different regions mesh and feel natural.
|Prom. is short for Prominence, the capital city in Equica.|
My goal is to get the basic game features working then charting out the world room by room until I end with something satisfying and feasible. By replacing the world map with a pause menu warp feature (using pixie colonies which can teleport you in this world) I can focus on making the world itself more interesting and immersive.