Re: Cavern Quest compilation
@Dark: I will take on board what you're saying. I didn't intend for the layout to be like a maze, except in specific locations.
I limited access to smaller areas with the use of doors requiring keys, and tried to position sounds and small descriptive comments to aid navigation. Some were added after I got lost in my own game during testing.
One solution, for other games, that I was considering, was small buildings containing limited corridors and rooms within a wider area of free movement.
Another approach might be to allow the player to select a destination, or a doorway, and guide them with directions to follow.
I really want to do a C&C Renegade type 3D game where the player can commandeer different vehicles, including aircraft.
The games in the compilation are tiny steps in that direction.
I know I can do better. Navigating a complex environment is key to a lot of interesting possibilities.
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