![]() There is less aspirational value to capturing “more” squares, as.Think that will quickly turn into a grind once you realise that thereĪre about 26 million squares of this size on earth Game since you already start with a massive chunk of land, but I Acquiring territory may feel “quicker and easier” as you start the.That my approach is more novel and interesting (albeit a bit risker Basic grids like this have been done before in other games – I feel. ![]() It makes the game feel like a large checkered board game, or a big.All players can always see all other players’ squares becauseĮveryone is basically at the same “map level”, all the time.It’s simpler! My life as a developer and designer would be so muchĮasier if squares were always the same size.I believe these are the pros and cons to his approach: Squares should always be a fixed size, say 5 km x 5 km.See what’s going on around them at different power levels Territories by clicking on some up/down buttons so that players can However, players can see other, more/less powerful players’.Google Maps) doesn’t know which layer you meant to click on Overlap, which not only looks terrible, it’s just not the way mapsĪre represented, and also causes technical issues wherein any API you Using this approach, players would not be able to see other players’.It looks very neat – map squares always align on a grid, with no.Land, and can leave smaller players alone Likewise players at the largest level compete for vast tracts of See and claim territory from players of equivalent power, and Players at the smallest map levels can only It allows players of different “power” to compete against each other.all the way up to small country size squares ![]() House, then maybe a house, then a block, then a suburb, city, stateĮtc. Grow in size and power from owning territory the size of a room in a
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