In terms of urban planning this is a nightmare to walk, drive or whatever. In a game, this makes the are look and feel way larger than it really is. You can’t see too far, so you have to actually walk to see what’s around that corner.
Most roads are connected at 90 deg angle, there’s no substantial altitude change, direct visibility is at least 500 meters. Won’t work in my game. So I had to add some curves in all axis. Here’s a WIP map of the location from the game.
Let’s start with refs. Tailgate takes place in the village of San Pedro. This is a real village where I live. In Ukrainian it’s called Svyatopetrivs’ke. Villages are made for people, so in general they are very straightforward in navigation. So it’s not easy to make it interesting just by copying.
My first book, Gamer Girls: 25 Women Who Built the Video Game Industry, a YA nonfiction series of profiles set from the 1960s to early 2000s
Hey, Nicole! Nice to meet you!
You can have it early just for the sake of it and gather those low-hanging fruit. Same is when you have it later with a more refined visuals, and farther into development and gather the same amount in a week. So, from this point in my journey I would say — no need to rush it. Move in your own pace.
💭❗️I try not to monitor wishlists too much. Also I try not to compare my amount and pace to others (this an S tier task!) The thing is, a couple months in I don’t think that “take that Steam page up ASAP» is essential.
Hey! Not the freshest one (working on a big update before the demo launch, and I’m only one human😅). impress.games/press-kit/dm...
Hey! My name is Dmytro, I am a 38 y.o. Gamedev, designer and writer. I work on my narrative doggo adventure called Tailgate!