Contents:
This article covers some deeper design details on the Wold Map portion of my Swords, Shields, & Sorcery mobile game concept.
- Objective
- Map Layout
- Nodes
- Exploration
- Combat Encounters
- Art
- Audio
- Tunables
1. Objective:
Create a field map that has simple controls, can be explored, and is immediately accessibly even after picking up the game after a long break.
2. Map Layout:
There will be two main types of maps used throughout the game. The World Map, which is the main game hub, and Location Maps, which represent subsets of the World Map. Both map types have the same controls and effectively function the same.
The World Map will have a smaller number of Path Nodes in order to make it quicker to move from place to place. Some locations on the World Map cannot be accessed until certain requirements are met, such as clearing an area or completing a story objective.
Location Maps are more elaborate than the World Map, and contain many more nodes. Locations are effectively the 'levels' of Swords, Shields, & Sorcery. Most Location Maps can be accessed via the World Map, but others are nested in other Location Maps, and sometimes even placed in Settlements.
Note: It may be more conducive to a pick-up and play to allow a quick escape option to take players directly back to the World Map.
The World Map will have a smaller number of Path Nodes in order to make it quicker to move from place to place. Some locations on the World Map cannot be accessed until certain requirements are met, such as clearing an area or completing a story objective.
Location Maps are more elaborate than the World Map, and contain many more nodes. Locations are effectively the 'levels' of Swords, Shields, & Sorcery. Most Location Maps can be accessed via the World Map, but others are nested in other Location Maps, and sometimes even placed in Settlements.
Note: It may be more conducive to a pick-up and play to allow a quick escape option to take players directly back to the World Map.
3. Nodes:
Nodes are spots on a Map that players can travel between. This is done by tapping on a Node. The player will then travel directly to that node.
Non-Path Nodes can be 'accessed' by tapping the Node again once arriving on it. Nodes are also color coded, to provide easy ways of distinguishing their type. If the Node the player is currently on is accessible, the Node will visually glow to coax players into tapping it.
3.1 - Different types of Nodes:
In the event of a distant node being selected, the player character will travel the shortest distance possible to get to that location. When travelling to a far node, there is a chance for a random encounter to trigger. If this should happen, when the player returns to the map, they will remain on the node the encounter took place on until further input is received.
When a Node is tapped in the middle of transit, error VFX and SFX should play to display that actions cannot be completed in transit.
Note: While I want players to have a sense of exploration, I want to shy away from providing too much freedom. This is the reason I did not design an open world map using point-and-click controls. As a player myself, I tend to examine every nook and cranny in open world games, and that often eats up a lot of time with little to show for it. I want to provide a way to explore, but still keep the main goal in focus. I believe this will be especially important for people who may only play for short periods of time.
Non-Path Nodes can be 'accessed' by tapping the Node again once arriving on it. Nodes are also color coded, to provide easy ways of distinguishing their type. If the Node the player is currently on is accessible, the Node will visually glow to coax players into tapping it.
3.1 - Different types of Nodes:
- Path Node
- Location Entrance/Exit Nodes
- Mandatory Encounter Nodes
- Secret Nodes (not displayed)
- Event Nodes (Story, puzzles, treasure, etc)
- Location Nodes (typically found on the World Map)
- Settlement Nodes (typically found on the World Map)
In the event of a distant node being selected, the player character will travel the shortest distance possible to get to that location. When travelling to a far node, there is a chance for a random encounter to trigger. If this should happen, when the player returns to the map, they will remain on the node the encounter took place on until further input is received.
When a Node is tapped in the middle of transit, error VFX and SFX should play to display that actions cannot be completed in transit.
Note: While I want players to have a sense of exploration, I want to shy away from providing too much freedom. This is the reason I did not design an open world map using point-and-click controls. As a player myself, I tend to examine every nook and cranny in open world games, and that often eats up a lot of time with little to show for it. I want to provide a way to explore, but still keep the main goal in focus. I believe this will be especially important for people who may only play for short periods of time.
4. Exploration:
As outlined above, players should be offered a sense of exploration as they traverse a Location Map. This will be done in several ways.
4.1 - Map Reveal:
When the player first arrives on a map, they are likely to only see two Path Nodes: The node they entered the map on, and the next node on the path. Each time the player moves to a new node, the nodes connected to it are revealed. Once a node has been revealed, it will remain revealed.
Note: This Map Reveal/Node mechanic provides the opportunity to make randomly generated maps, rather than hand crafting each one. This option is not required and can be explored in the future should we choose to.
4.2 - Treasure:
Some Path Nodes will sparkle when near or on them. These are Treasure Nodes. No random encounters can occur when moving to this node type. When accessed, Treasure Nodes will transition to the combat screen, but display a treasure chest in place of an enemy. Striking a treasure chest with a Sword attack will open it, and reveal its loot.
BEWARE! Some treasure chests are actually mimic creatures that only look like treasure chests. Attacking them with a Sword attack will cause it to attack. Careful players can use their Sorcery attack to check to see if a treasure chest is a mimic or not before attempting to open it.
4.3 - Event Nodes:
These Nodes are usually denoted by having unique landmarks near the place of the node in addition to their specific color coding. Accessing an event node will usually transition to the combat screen, but some will not require any combat or button input. Event Nodes can be anything from narrative, to puzzles, to stores, but are most often used to push story along.
Note: The inclusion of puzzles is not necessary to the core of the game and may be cut in the future.
4.4 - Secrets:
Note: Secret areas should generally appear as distinct landmarks on a map, with the exception of having no nodes leading to them. This should help players understand that there may be something there to discover.
4.1 - Map Reveal:
When the player first arrives on a map, they are likely to only see two Path Nodes: The node they entered the map on, and the next node on the path. Each time the player moves to a new node, the nodes connected to it are revealed. Once a node has been revealed, it will remain revealed.
Note: This Map Reveal/Node mechanic provides the opportunity to make randomly generated maps, rather than hand crafting each one. This option is not required and can be explored in the future should we choose to.
4.2 - Treasure:
Some Path Nodes will sparkle when near or on them. These are Treasure Nodes. No random encounters can occur when moving to this node type. When accessed, Treasure Nodes will transition to the combat screen, but display a treasure chest in place of an enemy. Striking a treasure chest with a Sword attack will open it, and reveal its loot.
BEWARE! Some treasure chests are actually mimic creatures that only look like treasure chests. Attacking them with a Sword attack will cause it to attack. Careful players can use their Sorcery attack to check to see if a treasure chest is a mimic or not before attempting to open it.
4.3 - Event Nodes:
These Nodes are usually denoted by having unique landmarks near the place of the node in addition to their specific color coding. Accessing an event node will usually transition to the combat screen, but some will not require any combat or button input. Event Nodes can be anything from narrative, to puzzles, to stores, but are most often used to push story along.
Note: The inclusion of puzzles is not necessary to the core of the game and may be cut in the future.
4.4 - Secrets:
Many secrets lie in wait for players to discover! Secret nodes generally remain hidden and inaccessible on Maps until specific conditions are met. Secret areas can reveal all sorts of new nodes to the map, and can be uncovered in many different ways. Some different ways secrets can be revealed include:
- Exploring all non-secret nodes on a map.
- Completing all Mandatory Encounters on a map.
- Collecting specific items.
- Defeating a certain number of enemies.
- Activating specific Puzzle/Event objectives at Event Nodes.
- eg. Using Fire-based Sorcery attacks to light torches at 4 different Event Nodes in order to summon something at a secret altar.
Note: Secret areas should generally appear as distinct landmarks on a map, with the exception of having no nodes leading to them. This should help players understand that there may be something there to discover.
Note: Maps that contain Puzzle/Event nodes that require specific types of attacks to be executed must include a way to obtain that type of attack within said map.
5. Combat Encounters:
Enemy encounters generally occur in two ways: a random enemy encounter, or a mandatory encounter specifically placed on a node. Entering an encounter will transition the player to the combat screen.
5.1 - Random Encounters:
5.2 - Mandatory Encounters:
5.1 - Random Encounters:
- Random chance for an encounter to trigger each time the player lands on a Path Node.
- A single enemy is selected randomly from a pre-set pool of enemies (the pool changes per location).
- Random encounters can be lost or run from with no penalty.
- Enemies from a random encounter are typically less powerful than mandatory encounters.
5.2 - Mandatory Encounters:
- Pre-determined fights with a specific enemy at a specific location.
- Mandatory fights are generally more difficult than their random counterparts.
- Players will be visually informed of what creature they will be fighting before they enter the encounter.
- Victory is required in order to continue past an Encounter Node.
- Running away or losing a Mandatory Encounter will result in a small penalty (eg. currency reduction).
- These encounters usually result in better rewards than Random Encounter enemies.
6. Art:
Maps should visually show off a high-level view of the world of Swords, Shields, & Sorcery. The World Map, being the highest-level view, then Location Maps, then the combat screen. In addition to general Node art, maps will need to have the following:
- Backdrop
- Custom Location/Landmark icons
- Set dressing sprites (such as trees, fences, bridges, rivers)
- Ambient VFX (such as birds flying in the distance)
7. Audio:
Each Location has its own custom theme music that is played while on the map. The music for combat and other events should generally use a variation of the Location's theme music to carry on the consistency of each map.
Node SFX should also occur when moving over each node, with some nodes playing alternate SFX to differentiate them. Audio puzzles could also be used in the future using different SFX between nodes.
Node SFX should also occur when moving over each node, with some nodes playing alternate SFX to differentiate them. Audio puzzles could also be used in the future using different SFX between nodes.
8. Tunables:
8.1 - Map Tunables:
8.2 - Node Tunables:
© Scott Balmer - Game Design - 2014
- Random Encounter Enemy List
- Encounter Rate
8.2 - Node Tunables:
- Node Type (Path, Event, etc)
- Can be bypassed before completion? (all Non-Path nodes)
- Enemy to spawn (for Encounter Node)
- Item or currency reward (for Treasure Node)
- Mimic? (for Treasure Node)
© Scott Balmer - Game Design - 2014
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