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Path Laying Mechanics?

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theMikeAG
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Joined: 03/30/2015

I'm currently working on a game where players explore a grid of randomly drawn tiles, trying to reach certain key points. The idea is that you would assemble a map from the face-down tiles first, and navigate between them by connecting them with paths.

The problem is that I can't choose between three different ways this system could work.

1, Each tile has a maximum limit of paths that you would place when you enter (1-4, depending on the tile). This would make it easy to design thematic tiles (open fields or dead-end rooms), but you'd have situations where you'd lay a path, only to find out that it doesn't count.

2, Each tile gives you a certain number of paths to attach to it when you enter (+0-3, depending on the tile). Again, thematic tiles would be fairly easy, but because of the nature of this system, you'd have dead ends that suddenly become interconnected highways.

3, Each tile contributes to a pool of path resources that can be used anywhere on the map (+0-2, depending on the tile). This one is just strange thematically, but it could make for some interesting strategies for how you lay down your paths.

Which of these do you think would work best in context?

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