I had to think back on this.
There was no good reason. I just picked some numbers.
No, I must have been a bit attracted to evenness by an engineering sensibility. It just seemed weird to have odd numbers of things in data storage. You have to understand that back a few decades, the design of software was more numerically constrained by hardware and O/S, such that one picked up almost superstitious habits.
Hmm, but then why did I go with 14 x 14 tiles instead of 16 x 16? Memory copies on power of two boundaries might have been helpful.
Chessboards had even col/row counts, so maybe I was influenced by that. But then... Why didn't I make a square board, e.g. 32 x 32 columns/rows. Ah, because I couldn't stand wasting screen space that could be used for puzzle.
I don't know, buddy. One thing I do know though. Don't worry about what I was thinking--worry about what *you* are thinking. Make your own cool game that is better than DROD in some or many ways. Make it your way.
-Erik
____________________________
The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
dev journals |
twitch stream |
youtube archive (NSFW)