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World Layout
Empyrean Act I takes place in a large overworld area with a few major dungeons and many optional areas.
Before getting to the whole world layout, let's look at the warp zone map that connects the overworld.
There are 12 teleporters along the main quest line for Act I. This map is intentionally roughly laid out in a clock shape. This should also match the general rough shape of the overworld, to help players maintain a sense of direction.
Teleporters set pacing for the game. We probably won't have a two-way "Town Portal" style spell. Safely reaching the next checkpoint should feel precarious. If teleporters are spaced too far apart the game is too hard and frustrating; if they're too close together the game is overly easy.
I think the right pace for the current game feel is to have teleporters appear about on every third map. Maybe more in later areas.
These are zones along the main quest line, along with a list of features.
- Arrival - starting location
- River Road -
- Exile - main town, teleporter
- Salted Fields
- (more fields)
- Stonewood - teleporter
- Goblin Camp - goblin boss
- (more woods)
- (bridge area) - teleporter
- (bridge area)
- (temple entrance area)
- 1st dungeon, teleporter
- (mines entrance)
- (mines tunnels and breach, undead miner boss)
- (deep caves) - teleporter
- (antlion caves)
- (antlion queen boss)
- (mountain pass) - teleporter
- (twisty cave passages)
- (temple entrance area)
- 2nd dungeon, teleporter
- (probably more grasslands)
- ???
- ??? - teleporter
- ???
- ???
- ??? - teleporter
- ???
- (temple entrance area)
- 3rd dungeon, teleporter
- (probably more caves)
- ???
- ??? - teleporter
- ???
- ???
- ??? - teleporter
- ??? - Act boss
- ??? - End sequence