Map Making
I've got the artwork for areas one, two, and three completed. Zooming out on the full map is pretty encouraging. I'm finding out just how tricky level design can be though. There are a lot of things to try to keep in mind as you build each room. Is the player getting lost too easily? Hopefully not, though that's something I'll have to determine mostly through watching someone else play. I have kept the critical path fairly linear. Whenever the path requires backtracking, I try to give the player another way to move through the rooms. Is there an architecture element that explains the shape of the room? Sometimes, though I think I'm not the kind of player that stops to ask why this room exists in this world. I'm down for a police station that used to be an art museum that was run by an eccentric puzzle maker who liked funny-shaped keys. I'd rather it be fun than make perfect sense. I do try to avoid the more obvious issues, like "why is t...