Diagram :: navigating the tower

The first area I dreamed up was one that would teach you the core mechanics of the game. Of utmost importance was understanding the three dimensional nature of the map and how to navigate it.

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I was ecstatic about the feel of this the first time I played it. Friends who play-tested this prototype for the first time found the world layout easy to comprehend. Unfortunately they were also unsure where to tap or click - a serious UX challenge.

Note the words that tell you the name of the rooms are purposeful. I plan on creating as few assets as possible. The only way you can understand what sort of structure or area you are in is by examining the layout and descriptions of it's rooms and partitions.

Brandon Catcho

Senior Software Engineer at TechSmith Corporation. I write/record music and explore game development on the side. All views expressed here are my own.

Lansing Michigan