and i was thinking about its game design philosophies, like how a harder challenge, while making your game a bit more niche ultimately increases the feeling of reward and achievement.
i was also thinking about how it organizes its map. every area is accessible from the hub area (the firelink shrine) or from another area connected to it, and there are shortcuts everywhere, most of which have to be unlocked.
i was thinking about how a hub area might be a good asset for our game, so if there's a way i could make lillim city interesting enough so that no-one minds having to go back there, than that would be great.
..............................................................
more about the actual design of the city.
i want it to introduce a lot of key features, and have places to get most of your stuff, like a vending machine that sells potions.
i also want it to have npcs going in and out of the city, but that might be way beyond my skill level as an indie dev.
i've also sort of got a paper-copy layout of what i want the city, more of a town really, to look like.