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| author | Elizabeth Alexander Hunt <me@liz.coffee> | 2026-03-07 08:21:41 -0800 |
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| committer | Elizabeth Alexander Hunt <me@liz.coffee> | 2026-03-07 08:21:41 -0800 |
| commit | f2135acc9accdc938035d753ee6e79c865fd44e2 (patch) | |
| tree | 1016a19e087ce7666c3e2b20a07143bb063bd9c9 /design/design.txt | |
| parent | 19385bdee0972edcedf2a719fc5130aa32134029 (diff) | |
| download | dyl-f2135acc9accdc938035d753ee6e79c865fd44e2.tar.gz dyl-f2135acc9accdc938035d753ee6e79c865fd44e2.zip | |
Some refactoring work
Diffstat (limited to 'design/design.txt')
| -rw-r--r-- | design/design.txt | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/design/design.txt b/design/design.txt index df8842c..74c720d 100644 --- a/design/design.txt +++ b/design/design.txt @@ -78,3 +78,7 @@ This gives the world a little bit of "depth". ---------S | (height difference is two screens' worth \ | \_______ + +Something I still need to decide on is how the camera will work. Is every chunk of the game a +room like mega man? Or is it like Terraria where the camera centers on the player and chunks +feel seemless? The former is probably easier generation-wise etc. |
