Sharing a write‑up about the very first design trap in building a multiplayer roguelike: world scale. Why a huge world kills population density (and why I shrank Tangaria after years of doing the opposite).
#1: The Scale
If you’re toying with an MMO‑roguelike idea, give it a skim – might save you some time
#1: The Scale
If you’re toying with an MMO‑roguelike idea, give it a skim – might save you some time

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