← All entries

Entry 16 of 40

The look

For two months the city was coloured squares; this week it became a place you can read at a glance, flat and seen from straight above.

DesignLook

Every screenshot in this log so far has been squares. Green square for me, red square for a zombie, a brown one for a door, a green block for a building. That was deliberate. I wanted the rules to be right before the picture was, and squares are honest: they don’t let you mistake pretty for good. But squares also don’t let you read a street, and reading the street is the game. This week the map got a look.

Before. Two months of squares. It was honest and it was unreadable

Flat, on purpose

The same morning I threw something away. Not long ago I’d added a mode that drew buildings in fake three-dimensional perspective, with walls rising off the map. It is gone. The map is flat, top-down, and it is going to stay flat. The city is a grid of tiles, and the honest picture of a grid of tiles is looking straight down at it.

After. A row of houses at noon. Behind every house the ground is cut out of sight in a dark wedge, and a zombie on the right stands in the lit gap between two houses

Reading a building from the street

Flat is not the same as plain. A building is now one solid block of roof, coloured by what it is: one colour family for homes, another for shops, another for civic buildings, so a street tells you its character from the roof line before you’ve read a single name. In the middle of the roof sits a small badge with an icon of the kind, a house, a shop, a hospital, and a little number if it has floors to climb. Around the edge, the doors and windows are drawn where they actually are. A broken one looks broken, a boarded one shows its planks, and one being chewed on says so. Everything I said in the Buildings entry about counting the ways in is now something you do with your eyes.

Close up. Two houses on a street. The badge says what it is and how many floors. The brown blocks on the wall are doors, the pale ones are windows, and the dark behind the top house is where sight stops

The ground got its own touches. Roads have a dashed centre line so a wide road reads as a road and not a grey field. Parks and forests grow clusters of trees. A centre line tells you which way the road runs. Trees tell you where the open land is, which is where you can’t hide.

What stayed

What I kept from the squares is the rule underneath them. Everything on the map is still a tile, everything still snaps to the grid, and the picture never shows something the rules don’t know. A zombie is a disc with a small arrow, because the rules say a zombie has a facing and nothing more. A survivor is a disc. There are no walk animations. A hit is a quick white flash on whatever got hit, and a shot is a small flash at the gun. The look is there to make the rules readable, not to add to them.