From 64735c7455b3efbee91b2e996253870b9a168039 Mon Sep 17 00:00:00 2001 From: crumblingstatue Date: Mon, 3 Apr 2023 11:53:18 +0200 Subject: [PATCH] Scale back depth of game. It would be too boring to dig more than 50 kms deep. That's way too many tiles to dig. The focus should be on the challenge of getting 50 kms deep, rather than getting there fast. --- design.md | 9 +++------ src/app.rs | 1 + 2 files changed, 4 insertions(+), 6 deletions(-) diff --git a/design.md b/design.md index 30c32c5..401f4ac 100644 --- a/design.md +++ b/design.md @@ -12,12 +12,9 @@ ## Map Size -Outer core is at about a few kilometers over 100 km. -It is a liquid layer, an endless sea of extremely hot and destructive lava. -It's the end of progression, bottom of the map, can't progress further. -The evil source is somewhat above that, at about 100 km. -The final goal is the evil source, so player is expected to mine about 100 km deep to beat the game. -1 meter = one tile. 100 km = 100,000 tiles deep. +The evil source is at about 50 km. +The final goal is the evil source, so player is expected to mine about 50 km deep to beat the game. +1 meter = one tile. 50 km = 50,000 tiles deep. ## Number of stuff diff --git a/src/app.rs b/src/app.rs index 1f30b2a..260149e 100644 --- a/src/app.rs +++ b/src/app.rs @@ -57,6 +57,7 @@ impl App { fn do_update(&mut self) { let tp = self.game.camera_offset.tile_pos(); + self.game.camera_offset.y += 33; imm_dbg!(tp); imm_dbg!(tp.to_chunk_and_local()); }