My only initial complaint about the terrain is that set up how it is now, it might feel too similar in different runthroughs. No matter what main area you end up going through, its going to look like a winding labyrinth, which is good for some layouts, but you need to have more complex and different terrain setups that feel really unique if you want people to play it more than twice.
Other than that, its a great map idea and I'd love to try it out when you are done.
i think what they are saying is that most people pair orpg with a freeroaming sandbox style map. Where yours is more of a Linear path with options at forks in the road perhaps. your is more of a Rougelike rpg with its randomness (diablo is a rougelike rpg if that helps).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
@FyreDaug: Go
My only initial complaint about the terrain is that set up how it is now, it might feel too similar in different runthroughs. No matter what main area you end up going through, its going to look like a winding labyrinth, which is good for some layouts, but you need to have more complex and different terrain setups that feel really unique if you want people to play it more than twice.
Other than that, its a great map idea and I'd love to try it out when you are done.
@FyreDaug: Go
The "Path" system seems to be contradictory to the "Open" in your RPG.
Have you considered Using the whole map for each Set... and Just have the game place everything where it needs to be once started?
i think what they are saying is that most people pair orpg with a freeroaming sandbox style map. Where yours is more of a Linear path with options at forks in the road perhaps. your is more of a Rougelike rpg with its randomness (diablo is a rougelike rpg if that helps).