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  3. [Dev Note] World Time and Map : REMORE Exploration Milestones

[Dev Note] World Time and Map : REMORE Exploration Milestones



Hello, survivors!
Today, we'd like to introduce some exciting new content related to stages.
In the previous dev note,
[Stage System Overhaul], we introduced a major change where each map is the "smallest unit of experience," and allows players to freely move between them. This change creates a sense of "free movement," making the exploration of REMORE more immersive and ensuring that the overall game tempo remains engaging and not sluggish.



However, compared to the previous system, where each map had a clear "start and finish," the new freedom of movement introduced a challenge: it became less clear when to place a pause—or even a full stop—on expeditions. In other words, the sudden increase in freedom led to a loss of clear markers or milestones for exploration.

To address this and prevent players from feeling lost, with this new freedom, we’re introducing two systems that act as temporal and spatial landmarks: World Time and Map.


[h3]World Time: Bringing Expeditions to Life[/h3]
World Time is a new system that dynamically changes the state of each map as the expedition progresses. However, since basing it on "real-time" could create unnecessary pressure in a game where strategic movement is key, the passage of time will instead be linked to the number of movement tiles in the free movement state or the number of turns during combat.

As a result, enemies on each map now have a "respawn time." If you revisit a map shortly after clearing all the enemies, it will remain empty. But after a certain amount of World Time has passed, enemies will respawn. Furthermore, if a map is left unchecked for a long period, more enemies will spawn. We'll delve deeper into this "Dark Shroud System" in a future dev note.

In addition to the introduction of World Time, the state of each map will now be saved. For instance, if you revisit a map where you previously opened a door, that door will remain open, and looted chests will stay empty. Through these changes, we aim to deliver a more immersive experience, making Remore feel like a truly interconnected world rather than just a series of isolated stages.



World Time serves as the temporal progression marker for expeditions. If you've spent too much time on an expedition, the maps will gradually fill with enemies, while the number of items you can gather will noticeably decrease. At that point, it might be time to return to the safe haven for some rest and regrouping.


[h3]Map: Providing Direction for Expeditions[/h3]
We’ve briefly shown an early version of the map in a previous developer note. The initial goal was to create a basic structure that connects maps, distinguishes special maps, and portrays the general geographical features of each region. With these minimal elements, we put together the first draft of the map and conducted internal testing.



After testing, we received a lot of feedback that the previous map was only fulfilling the most "minimal" role. Its only functions were to prevent players from getting lost and to indicate whether a special event would occur in the upcoming map.

As a result, we re-evaluated the information that should be included on the map. Instead of just focusing on what is “possible” from a UX perspective, we aimed for what would be "convenient." We redesigned the map’s structure, revised the labeling methods, and enhanced its aesthetic appeal.



First, we adjusted the icons and sizes of the map symbols. The goal was to make the distinction and importance of each map type immediately clear. To achieve this, we categorized the icons into three types and scaled the icon sizes according to their level of importance.

For the map where the player is currently located, we highlighted the icon's border to make it more visible. This allows players to more easily identify their current location and the next map they will encounter, enabling more "strategic" decisions.

We also marked "safe return points" on the map with icons, as these are key points for the player's journey. Additionally, if important objects are added later, they can also be indicated in a similar icon format, making it easy to see which objects are present on each map.

The result was much easier navigation and the internal testing results were positive too. The fun of free exploration and the appropriate tension were well-balanced, and with the introduction of clear markers for the journey, players could make more strategic choices. Some players might push the boundaries of safety on their expeditions, "Just a little more...!", while others may cautiously reveal the map, making careful progress.

Anyway that’s it for today, we'll be back next week with more exciting news!
Thank you, survivors!
REMORE