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Game Concept: Map System — Roads

[p]Hi everyone![/p][p][/p][p]Today, we’d like to introduce the road system in Crystant.[/p][p]Roads serve as the main pathways throughout the map and are the most common type of tile you'll encounter.[/p][p]There are currently five different variations.[/p][p][/p][p]Each road must either connect to an existing road or extend into an unexplored area, where a new tile will be generated.[/p][p]If you’ve played the board game Saboteur, this structure will likely feel familiar.[/p][p]One of the biggest challenges in our design is determining how many roads players should reveal before they start expecting a non-road tile.[/p][p]Since roads make up the majority of each floor, we don’t want players to be interrupted too frequently, which could drag down the game’s pacing.[/p][p][/p][p]At the same time, we also don’t want movement between roads to feel dull.[/p][p][/p][p]This led us to implement the following features:[/p][p]When a new tile is revealed, certain events may trigger at a low probability—such as enemies appearing ahead, or some strange object emerging out of nowhere.[/p][p]Once the player actually steps onto the tile, there’s another chance to trigger a different set of events. For example… wait, is that a gun on the ground?[/p][p][/p][p]You never know what kind of surprise might be hiding on your next step.[/p][p][/p][p]Additionally, we plan to introduce more visual variety for roads across different floors in future updates, making the exploration experience even richer.[/p][p][/p][p][/p][p]Thank you for reading![/p]