Where can Andor's brother walk relative to water?
Posted: Sun Aug 18, 2013 3:55 pm
Where can Andor's brother walk relative to water? I figure he can walk wherever his feet are on dry land.
Roguelike RPG on Android
https://www.andorstrail.com/
It is indeed different for the mountain lake / mountain cave / waterway and the way to Brimhaven cave. Of course the bank could be a lot steeper on certain places and prevent our hero from standing to close to the edge of the water. I'm thinking of a simple recolouring of the water tile in a deeper shade of blue for deeper water and maybe a green/blue recolouring for a pond and more brownish for a puddle. The dinosaur-head-tadpole pattern of the water tile bothers me, I'm trying to fix that and keep an AT-style tile.nyktos wrote:there are a couple of existing maps where we end up standing on rocks amidst water,
so i think you're on the right track...
I really like that. It brings a puzzle element in the game which fits naturally in the AT world. Maybe a little hint could be given like a faint trail or a pawprint at the other side of the ford. And at every place along the water you which to test, there could be a monster. Defeating the monster has a distinct purpose and on the way back our hero can go more or less around these monsters, less grinding.nyktos wrote:i like the idea of our hero "testing the waters"
trying to cross a river or stream at certain points, exploring - to find the proper path.
Remember rule #10 of the mapmaking guidelines though :red hatter wrote:I really like that. It brings a puzzle element in the game which fits naturally in the AT world. Maybe a little hint could be given like a faint trail or a pawprint at the other side of the ford. And at every place along the water you which to test, there could be a monster. Defeating the monster has a distinct purpose and on the way back our hero can go more or less around these monsters, less grinding.nyktos wrote:i like the idea of our hero "testing the waters"
trying to cross a river or stream at certain points, exploring - to find the proper path.
If you create a "hidden" path by letting some water be walkable, give at least a hint if it leads to other maps.10. Outdoor maps should somehow indicate to the player where there are tiles that will lead to other maps. For example, a road that leads into the map edge.
Edit : oops, I then should have marked it orange, not redEach house floor, entrance and mountain wall is generally two tiles high.