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Briefing: Beezlebop's Blunder
  • πŸ‘‹Welcome to Beezlebop's Briefing!
    • #️⃣Table of Contents
    • πŸ§™Core Design Features
    • πŸ—οΈBuild Phases
  • πŸ“–The Story
    • πŸŒͺ️The Blunder
  • πŸ‘ΎGame Mechanics
    • ℹ️Gameplay Overview
    • ⁉️Collaborative Questing
    • πŸ“œCharacter Sheet
      • πŸ’ͺAttributes
      • ➰Aspects & Futhark
        • πŸ₯”Body Aspects
        • πŸ¦„Class Aspects
        • β­•Null Aspects
      • πŸͺƒAbilities
        • πŸŽ„Ability Tree
        • πŸ“„Beezlebop's Blunder Ability List
    • πŸ—‘οΈCombat
      • πŸ”ͺDamage Types & Status Effects
      • πŸŒ€Portal World
        • πŸ—ΊοΈMap
        • πŸ‘½Monsters
        • πŸͺ€Traps
    • πŸŽ’Items
      • βš”οΈEquipment
      • πŸ›οΈBeth's Bazaar
      • πŸ₯‘Consumables
        • 🍢Cola and Coco
      • πŸŸͺPocket Dimension
      • πŸ”¨Crafting
    • πŸͺœLadder
    • πŸͺ™Tokenomics
      • πŸ₯“Beezle Tokens
      • πŸ”·Ronin Tokens
  • πŸ› οΈAbout
    • ✨w0nd3r - Core Dev
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  1. Game Mechanics
  2. Combat
  3. Portal World

Map

Upon entering the Portal World, the layout and positioning of various components such as Monsters and Traps appears to be rearranged by some unseen force!

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Last updated 1 year ago

Overview

On a high level, the Portal World has a 2-tier structure involving a megamap that is composed of several megamap tiles, each of which will be rendered as a separate 100x100 tilemap that you will actively move through on your adventure. The layout of the tilemaps, such as the ground tiles, wall tiles and enemy and trap locations will be randomly generated for each game session, while the ways the tilemaps connect to form the larger megamap will follow a relatively small set of possible layouts.

In this way, your Journey will always present a unique challenge on a local level, but will follow some general patterns on a global level that the keen-eyed will be able to recognize in order to accelerate their adventure.

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Megamap-Tilemap Relationship Diagram