Visibility issues:
In the first builds, the player could only see some squares around him and the whole cave was invisible. The problem with that was that there was no real sense of movement.
So, in order to solve that, i made the whole cave darker but visible to the player. That felt better because now the player knew where he was and where he could go. BUT for some reason, that didn’t feel 100% right…
Today I think I found a solution that mixes a bit of both ideas:
Now the whole cave is (again) invisible for the player, except for some random areas where there’s some rays of light hitting the ground.
This way the player knows where he is and where he can go without revealing the whole cave.
Also: walls :)
somerandomguyyoudontknow reblogged this from pixel-archive