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Lucien
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My game is a top down pixel artmobile game where the player clicks a tile to walk to it.

However, it isn't clear where tile boundaries are from just looking at a level, so you could click on the edge of a tile expecting the player to walk there- but they walk to the center.

For instance, you could click on the center of the island shown below expecting it to be a tile- but the center is actually a corner in-between 4 tiles- so clicking there could result in walking to any of the 4 surrounding tiles.

enter image description here

Should I let the player walk freely, even between tiles, or is there a better solution in terms of UX?

My game is a top down pixel art game where the player clicks a tile to walk to it.

However, it isn't clear where tile boundaries are from just looking at a level, so you could click on the edge of a tile expecting the player to walk there- but they walk to the center.

For instance, you could click on the center of the island shown below expecting it to be a tile- but the center is actually a corner in-between 4 tiles- so clicking there could result in walking to any of the 4 surrounding tiles.

enter image description here

Should I let the player walk freely, even between tiles, or is there a better solution in terms of UX?

My game is a top down mobile game where the player clicks a tile to walk to it.

However, it isn't clear where tile boundaries are from just looking at a level, so you could click on the edge of a tile expecting the player to walk there- but they walk to the center.

For instance, you could click on the center of the island shown below expecting it to be a tile- but the center is actually a corner in-between 4 tiles- so clicking there could result in walking to any of the 4 surrounding tiles.

enter image description here

Should I let the player walk freely, even between tiles, or is there a better solution in terms of UX?

added 324 characters in body
Source Link
Lucien
  • 1.2k
  • 2
  • 10
  • 38

My game is a top down pixel art game where the player clicks a tile to walk to it.

However, it isn't clear where tile boundaries are from just looking at a level, so you could click on the edge of a tile expecting the player to walk there- but they walk to the center.

For instance, you could click on the center of the island shown below expecting it to be a tile- but the center is actually a corner in-between 4 tiles- so clicking there could result in walking to any of the 4 surrounding tiles.

enter image description here

Should I let the player walk freely, even between tiles, or is there a better solution in terms of UX?

My game is a top down pixel art game where the player clicks a tile to walk to it.

However, it isn't clear where tile boundaries are from just looking at a level, so you could click on the edge of a tile expecting the player to walk there- but they walk to the center.

Should I let the player walk freely, even between tiles, or is there a better solution in terms of UX?

My game is a top down pixel art game where the player clicks a tile to walk to it.

However, it isn't clear where tile boundaries are from just looking at a level, so you could click on the edge of a tile expecting the player to walk there- but they walk to the center.

For instance, you could click on the center of the island shown below expecting it to be a tile- but the center is actually a corner in-between 4 tiles- so clicking there could result in walking to any of the 4 surrounding tiles.

enter image description here

Should I let the player walk freely, even between tiles, or is there a better solution in terms of UX?

Source Link
Lucien
  • 1.2k
  • 2
  • 10
  • 38

Tile map click to walk UX

My game is a top down pixel art game where the player clicks a tile to walk to it.

However, it isn't clear where tile boundaries are from just looking at a level, so you could click on the edge of a tile expecting the player to walk there- but they walk to the center.

Should I let the player walk freely, even between tiles, or is there a better solution in terms of UX?