Why it is called Game Design...
Soooo... this weeks post originally was more on the gameplay, but first to something completely different:
As I started to think more about the engine design, I couldn't get my head around how I should switch correctly between the "overworld view" and "fight view". As it turned out, the actual problem was lying somewhere else, I don't really know what I want to achieve with the "overworld view". Before I write an addendum to the "Why is my game fun" series, I should think about what you do with what you do. And to know this, I need to be more clear about the story and the first 10 minutes of the mission...
I start to see, game design combines everything: Programming, gameplay design, story, level design, sound/music, you even care about what the gamer should feel at a specific point in the game.
The term "Game Design" makes sense, it is hard to fathom the extend of your design work you have to do. I Also learned that you shouldn't lose the overview of the whole game, and that you cannot finish programming when you don't really know what kind of gameplay you want to have... everything depends on each other.
There are two fields I didn't think much about, that also influence the overworld view: Story/Lore, which should help define the overall mood and style the game has, the music, because nothing is more teeth grinding than music that does not fit the game, and the enemies you fight. In the end, the overworld revolves around the monster activities.
What I ought to do is make a bit of a mix of what I didn't do so far, concentrate on everything else than coding and design. I think i schould look for a "game soundtrack". Nothing official and I probably won't put it in the game because of copyright. But nothing helps setting the mood like the music.