I know I've tackled this question on if its possible to design games like Dungeon Master and Eye of the Beholder and have been given the answer on how that could be achieved, I've been planning ideas for a game that uses maze like movement but is not as complex like those dungeon games, in other words, there won't be any wandering monsters to fight. Monsters that are faced, for example, are dealt puzzle-wise. This would make way for a slightly simpler approach to such a game.
But onto my question:
When designing the game is it practical to use 'rooms' to depict each movement view? For example, if you clicked on a direction arrow to turn 90 degrees that just requires a change of room?
But onto my question:
When designing the game is it practical to use 'rooms' to depict each movement view? For example, if you clicked on a direction arrow to turn 90 degrees that just requires a change of room?