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some more best practices

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@@ -18,19 +18,33 @@ itself). Please keep them in mind while designing your assemblies.
- place active elements far enough apart that it's easy to walk between them,
especially if your map connects several other maps
## Recommended Map Layout
- it's best to create just a single tile with the property `collides` set to
`true`, and only use it in a single layer "collisions"
- you can use group layer to collect similar layers (e.g. all layers defining
entries or exits, all layers opening websites, etc.). This leaves your map's
behaviour unchanged, but makes working with (potentially large) maps with the
Tiled editor much easier
## Accessability
- avoid animations or design them to be unobtrusive
- take care to have sufficient contrast (especially between e.g. walls/floor)
- mark areas playing sounds/music or opening jitsis (e.g. with a sign); don't
place them directly on the entrypoint where people might run into them by
mistake
- place jitsis so that people can walk around them
- interactive elements and especially video conferences should be placed and
designed to be clearly recognisable even before walking in; also be sure to
leave sufficient space around them if people want to just walk past them
- jitsis and websites should only open after pressing the spacebar (i.e. set
`jitsiTrigger` / `openWebsiteTrigger` where appropriate)
- include silent areas (a layer with property `silent` set to `true`)
- mark thin passages as silent areas, or widen them so people can walk past each
other without initiating a chat bubble
- please think of direction when adding portals between maps — walking straight
through an exit and then continuing on should not immideately lead to another
exit. If in doubt, just include a few tiles distance between the two.
- please consider directions when adding links between maps — walking straight
through an exit, then continuing straight onwards should not immideately lead
into another exit (if in doubt, just leave a few tiles' distance); turning
around immediately behind an exit and walking back in the opposite direction
should lead back to the previous map (in short, "doors should behave like doors")
- if applicable, include content warnings
- warnings in front of long labyrinths or epileptic animations should be signs
next to the exit that leads to the corresponding map, or next to an early exit
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