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- Seen Jun 3, 2020
So, I noticed that the routes I have planned are VERY long, about twice-thrice as long as a normal sized Route in an old game. I don't want to shrink the routes because I like the overall scale, but I don't want the Routes to feel like a slog to get through. So I was wondering if there were any tips on how to break down the progression of the route, so that I can include a few smaller objectives. This way, every time he player finishes one of the objectives, they can feel like they are making a decent amount of progress.
I'd include a bunch of locks and Keys and just have the player hunt down keys to get passage, but Pokemon doesn't really opperate under Zelda Logic.
This is an unfinished map of my current home-town and the cave you get to enter as soon as you get your first Pokemon and Poke-balls. I've done the measurements, and this tunnel is VERY long, going for nearly three-times the length of the Rusturf Tunnel from Hoenn
EDIT: I can't post links yet, so um, just take my word for it
I'd include a bunch of locks and Keys and just have the player hunt down keys to get passage, but Pokemon doesn't really opperate under Zelda Logic.
This is an unfinished map of my current home-town and the cave you get to enter as soon as you get your first Pokemon and Poke-balls. I've done the measurements, and this tunnel is VERY long, going for nearly three-times the length of the Rusturf Tunnel from Hoenn
EDIT: I can't post links yet, so um, just take my word for it