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I have a Solution!

A topic by Gamer735 created 16 days ago Views: 72 Replies: 7
Viewing posts 1 to 4
(1 edit) (+1)

Hi, everyone! Just wanted to post an important message to all who wish the 2 Devs would make more rooms (eg. 4x4).

Instead of pushing them too hard so that they may let more Major BUGS slip in, I have an idea:

Just SPLIT your Rooms in Half! :D   (ie. for 9 Rooms, you just partition-off each one so that it makes 2 Rooms in 1 Screen!)

This way, you effectively end-up making your games have up to 18 Rooms (or more, if you choose to split a Room into Thirds, etc!).

That's my 2 cents for the day.   Happy gaming, all of you!

Developer

That's a really good idea!

Regarding the current room limit in the engine, it was much more of a design decision than a technical one. I actually think it would be relatively easy to increase the maximum number of rooms. It would mostly require a few adjustments to the engine's configuration.

The reason it still works this way is because I want both creating and playing games to be fast. For example, I can make an entire game in just a few minutes on my phone while riding the subway home. If I increase the number of rooms, I'll naturally feel the need to fill them with more content, which makes development take longer.

The same philosophy applies to players. Someone with very little free time can pick up a Tiny game knowing they'll be able to finish it and experience everything it has to offer in just a few minutes.

Since people don't have much free time these days, that's been my design philosophy from the beginning.

The game jam also showed us something really encouraging: people are already creating games that feel much bigger than they actually are, even with the current room limit. That made me even more confident in this approach.

That said, it's definitely something to think about. If the community genuinely feels that larger worlds are needed, it's absolutely something we can develop in the future.

(+1)

What if you added an option to increase the number of rooms, that way if people wanted to make smaller games faster they can use the normal amount of rooms,m but if someone wants to make an expansive game with an entire world. People could click arrows to switch between sections of the world if addig new rooms

I like this idea too. :)

Z jednej strony podoba mi się limitu pokoi, bo mogę zrobić grę w 1 godzinę, a jeśli dodałbyś więcej pokoi to musiałbym poświecić dużo więcej czasu. Np. jeżeli zmieniłbyś limit pokoju z 3x3 na 5x5 to z godziny robienia gry zrobiłoby się  2-3 godziny. No, ale z drugiej strony możnaby przy większym limicie gry robić większe ( i lepsze) gry, a jeżeli znalazłbym współpracownika (co nie jest takie trudne) to nadal dałoby się zrobić to szybko. 

(3 edits) (+1)

Yes, I agree about wanting to fill more rooms with content, I'm that way myself! It's more of a bane than a boon.

Great if you consider making a bigger room map, but I'll just stick with what I've been doing with TRS' smaller 9-room limit, making it a lot easier and way faster to keep making WIPs blazingly fast, giving me the power to learn from my last jumble of a game ideas and also drawing them into the start of a game and bringing those lessons into my next WIP...

PS: Andre, are you able to reply my last posts on My Big List of TRS Games? I'd really appreciate an answer to those things, as they're still on my mind until I get your comments! I'm going offline for a few hours, and I'll check back when I get back home. Thanks so much!

Sorry guys, but dividing the screen is not a real solution. A screen size of 8x8 tiles is just too small for that. Sure you can do it technically(I have done it on some screens), but it results in unremarkable levels, that look like series of corridors. 

Now, if you have an option to choose 2x screen canvas size(16x16 tiles per screen), that would fix that problem perfectly:

You won't have to add extra screens, keeping the existing 3x3 map grid(which I really like) and people will have enough space to make bigger games(if they want). It would be a win-win situation.


PS:
If you think 16x16 is too big(Whimtale uses 15x15 for comparison), perhaps try 12x12(1.5x default) tiles canvas? I'm pretty sure that size will make everyone happy.

My Solution is only temporary. I myself don't find the 3x3 as limiting as most people because I make do with what I have. :)

In contrast, WT has no easy way to make a combat system within it (Bitsy does, as the guy I linked to a couple times on forums has shown with his RPG System).

TRS is the only one I've found so far that implements combat due to it being built right in it. That's another thing (besides graphics) that drew me to it so fast. I can have combat in my games or I don't have to, or a bit of both.

TRS gives me that freedom despite being more limited than even Bitsy, so I don't really focus as much on the 9-room limit, since I don't mind splitting rooms up, as it's the easiest way to get more screen real estate out of what I have. :) 

Nice feedback though, VM81, especially your idea for a 2x screen canvas.