Getting back to work after finally getting my Debut Trailer up for viewing, today I worked on the first Overworld are a bit, a rugged, rust-colored gauntlet-esque grotto known as
Bronze Grind. Since it just wasn't working for me placing screens down in order, surrounding the starting screen, I decided to make screens at random, sprinkled-out spots on the Map that I
know will have key items or events, such as the screen with the cave that has the Candle(esque item) in it, a screen with a Shop that sells things the player will need a lot, etc. After all those are done, I'll connect the areas with "filler screens". So far this approach is working a lot more successfully.
I'm also not placing any enemies at all on the screens until all the screens are done. I'm scripting all my own enemies, and I'm not even sure what I want all my enemies to be, or do. Once I know where they'll be fought at, I'll have a clear idea on
what they will be. So far this approach is working too.
This is also a welcome break from so much heavy scripting for a change. I kinda miss just placing combos down and making landscapes with it.
EDIT: Second day strong. I put about a dozen screens down here and there, and then went and placed the entire shape of the 16x8 Overworld down as blank screens (I use the 16x8 map but not every screen will be used; some will be blank, making a jigsaw-shaped overworld instead of a rectangular one), so I know which directions to build in. I'm about to walk home from Starbucks, and when I get home, I'll copy the thing down on paper and write out these things:
* where all the scrolling warp exits to other Overworlds are located,
* where the Shops are and what they'll sell,
* where the Cave entrances are and what's inside them or where they link to,
* where the Candle, Hammer, etc. or other items will need to be used to proceed,
* the climate of each segments of screens (i.e. which areas are swampy, which are foresty, deserty, etc.),
* types of enemies that tend to appear on segments of screens,
* other various key events, such as where cutscenes happen, miniboss battles, etc.
Then my game will be going in a much more solid direction, and I'll be able to flesh out more details involving scripted enemies and items. Progress feels so delicious!
Edited by Schwa, 15 March 2013 - 07:41 PM.