Open ghost opened 12 years ago
The heat exhaustion bit comes from a sequence is specifically intended to stop the traversal to Avalon, and while it's not intended to just be a "game over", it's only intended to be a more natural stop forcing the player to stay on this side of the mountain ridge.
I don't really see the need to introduce a similar effect for the area just south of the path towards Avalon, since it wouldn't be required for the same reasons, and the size of the area is more known by the player (you don't know how far you need to go to reach Avalon, but you're able to size the south area by just following the outline).
A settlement near or in the desert is highly likely. The mountain ridge allows for caves and the land is apt for camps and smaller nomad villages, so it's quite possible to see some content here. I'm not sure you can expect another town, but quests could quite possibly lead you here.
Is the heat-exhaustion a time-based effect, similar to the toxic fumes in Carthage's sewers? If properly balanced, I don't see how that couldn't be implemented into the southern desert. Perhaps if you make it far enough across (into the next zone), you'll pass out at the edge of some village and be saved by someone.
Whether you wake up in a safe place or not, is another story...
The heat exhaustion comes from how far you move in the desert. It's supposed to make it possible to always turn back, but ultimately block the player from reaching the end of the map.
I just noticed you implemented a game-over feature that prevents Garnet from traversing the desert into Avalon. After trying to find a way around (which I found none, ;) I noticed a large area of desert to the south encompassed by rock.
I'm not sure what you planned to do with the village down south, but I think that would be a good place for a horse, camel, and cattle market.