About Maps and How to Move

In the early days of UI design, I considered whether I needed to add a map system. However, after thinking about it further, I prefer to use the classic Interconnected Level Design movement structure rather than relying on maps or teleportation points for spatial navigation.

The reason for this choice is that “movement” itself in this project is part of the rhythm and time progression of the game. By walking, going back and forth, and repeating paths, players can more intuitively feel the daily consumption and the passage of time. If map navigation or fast movement is introduced, it can diminish this experience and make the gameplay flow too efficient.

Nevertheless, maps or fast movement systems are still possible future considerations, but they are not currently used as core design goals to avoid the rhythm changes caused by over-optimizing movement.

Leave a Reply

Your email address will not be published. Required fields are marked *