@jonikorpi@mastodon.gamedev.place
Post #2647267
2026-04-17 10:19 UTC
@runevision@mastodon.gamedev.place This looks great!
There’s a little bit of related talk about aligning mountain peaks and hills in this podcast episode, if you’re interested. https://eggplant.show/152-walking-over-it-with-gabe-cuzzillo-and-bennett-foddy-baby-steps
And this you might have seen already: Zelda’s triangle based world design. https://gmtk.substack.com/p/how-nintendo-solved-zeldas-open-world
I think both lean towards the same result: the mountain’s epicness is only visible from afar (objective), or when you’re atop it (reward). The rest of the time it’s occluded by the next intriguing hill.
Replies (1)
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@runevision@mastodon.gamedev.place 2026-04-17 10:49
@jonikorpi@mastodon.gamedev.place Thanks! Yeah I'm familiar with the GMTK analysis. As for the former, do you know if there's a transcript? I can't multitask, and given that, podcasts are usually too time demanding for me.