>>58479635https://pastebin.com/Vu5BMbAPConcept: Pokémon Ride and Map Blueprint
● Map Blueprint
When creating a map blueprint, there are a few things that must be decided in advance.
That is,
"Determining the player's movement specifications."
This article summarizes the issues that arose in Niji, taking into account the pre-XY era.
● Pre-XY
Prior to XY, movement was determined to be on a grid,
and since the implementation of secret moves was largely known, there hadn't been any particular issues until now.
● Issues Arose in Niji
- Disadvantages of Free Movement
Since Niji, players can now move freely instead of on a grid, so it has become more time-consuming to decide player specifications.
Also, since Niji uses rides instead of bicycles, each road must be designed to be able to accommodate multiple player specifications.
- The minimum width cannot be determined unless the character size is decided.
At the time, we didn't realize that this was a big problem, so we designed the map like we did in XY.
However, as the ride specifications were being decided, we had to make numerous changes to the map design, such as finding that "Rapids can't pass through this road" or "They can't withstand the speed,"
which resulted in significant delays in the map's progress.
To make matters worse, when the ride Pokémon was a new Pokémon,
delays in the design of that Pokémon itself led to further delays in the overall progress.
Deciding the ride specifications for the new Pokémon, Unbroken, dragged on until the very end of the project.
- We wanted to allow multiple uses of the roads.