Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
A discrete space available to the player that forms part of a larger game world.
56
votes
How can I create borders in an open-world game that don't feel artificial?
I am a bit hesitant to add this option, but it could work.
Torus.
When seen in 2D (neglect height for a moment) the inside AND the outside of a torus are endless. They simply wrap around on both axe …
29
votes
How can I create borders in an open-world game that don't feel artificial?
Caves.
No start, no end, no invisible walls. There will be no obvious 'walls designed to keep the player from leaving the playing area', since you're in a cave. All walls are the same.