It’s a little late, but I have a new Tinselfly build up.
(As much as I like being able to embed the player directly in blog posts, I realized it would make the home page on my site here load horribly slowly after a while, so I’m gonna just link to them from now on.)
So anyway, there’s a more structured map now. Whee! Though, sadly, it’s somewhat difficult to talk about at this point, since the structure doesn’t really mean anything yet.
The basic idea is that the map is divided into these different areas. Which are different colors right now just for debugging.
You start in the red area. Somewhere in the red area, you’ll find a yellow key (not in this build, but later on). The key could be a plain old key that opens a door, or it could be a new equippable item that lets you cross rivers, or a map that helps you through a maze… it’s a very metaphorical sort of key, and the point is, the yellow key will let you into the yellow area. So somewhere on the boundaries of the red area, there will be a metaphorical locked door, an obstacle of some sort, that once unlocked lets you into to the yellow area.
Somewhere in either the red area or the yellow area, there will be a green key. And somewhere on the perimeter of the combined red and yellow areas, there will be a locked door leading to the green area.
And it goes on like that.
So right now you can’t see the keys or locks, but you can see the boundaries of the areas.
And that’s the basic idea behind the map generation I’ve been working on here. Which I’m sure will be much more exciting once, say, you can’t just move through the area walls.