@Crimson Wizard 640 x 360 sounds good to me!
Based on @cat 's idea of a treasure hunt and collecting gems to get to the end of the game, here's a proposal for a structure that encourages (but doesn't SUPER enforce) a progression from easy to difficult:
As pictured in the image, completing the starting room awards 1 gem. This allows access to the "basic" rooms. Completing just 1 of the basic rooms awards a second gem, which opens up the "medium" rooms. Completing one more room of either "basic" or "medium" unlocks the "advanced" rooms. (I got the idea for this structure from Super Mario World N64 - steal from the best, as they say).
This way the player does need to complete ALL easy rooms to explore the medium, and so one, but there is at least some encouragement in that direction.
As discussed above, the "map room" serves as a kind of chapter menu, with all "gates" to feature-rooms on one map.
If people like this structure, the next question would be - which features go in "basic", which go in "medium" and which should go in "advanced."
Side note: it feels like the question of UI isn't quite settled. Anybody want to weigh in further on whether it should be a default interface or a one-click? One-click is simpler, but newcomers would have to copy the code in order to use it, whereas the defaults come pre-set-up.
Personally I lean toward one-click, but I do see the drawbacks.
What do we think? One-click or a default like BASS? Pros? Cons?
Lurkers, chime in!
I suppose this also raises the question of whether it's possible or desirable to ship AGS with a default one-click interface as one of the built-in options, but that may be a question for another forum.
Have a good evening
Based on @cat 's idea of a treasure hunt and collecting gems to get to the end of the game, here's a proposal for a structure that encourages (but doesn't SUPER enforce) a progression from easy to difficult:
As pictured in the image, completing the starting room awards 1 gem. This allows access to the "basic" rooms. Completing just 1 of the basic rooms awards a second gem, which opens up the "medium" rooms. Completing one more room of either "basic" or "medium" unlocks the "advanced" rooms. (I got the idea for this structure from Super Mario World N64 - steal from the best, as they say).
This way the player does need to complete ALL easy rooms to explore the medium, and so one, but there is at least some encouragement in that direction.
As discussed above, the "map room" serves as a kind of chapter menu, with all "gates" to feature-rooms on one map.
If people like this structure, the next question would be - which features go in "basic", which go in "medium" and which should go in "advanced."
Side note: it feels like the question of UI isn't quite settled. Anybody want to weigh in further on whether it should be a default interface or a one-click? One-click is simpler, but newcomers would have to copy the code in order to use it, whereas the defaults come pre-set-up.
Personally I lean toward one-click, but I do see the drawbacks.
What do we think? One-click or a default like BASS? Pros? Cons?
Lurkers, chime in!
I suppose this also raises the question of whether it's possible or desirable to ship AGS with a default one-click interface as one of the built-in options, but that may be a question for another forum.
Have a good evening