This is the initial layout of the player's village. Everything within the central circle is classed as the village and everything outside of that is the wilderness (not influenced by the player's level).
The map shows all the buildings that would be in an 'end result' village, it seems we are edging towards buildings being in 'set' location where players purchase either the plot or dis-used building and then upgrade it through the different levels of quality.
The map shows all the buildings that would be in an 'end result' village, it seems we are edging towards buildings being in 'set' location where players purchase either the plot or dis-used building and then upgrade it through the different levels of quality.
The layout lends itself to having a central point which is where the main hustle and bustle of the village will be going on, the town hall stands pride of place with a statue of the player at the forefront (showing the player their wealth within the village). I have situated the player's house so that on initial load up, they will walk out of their house and see the two most useful buildings they will require at the start (General store and the Park).
If the buildings stay in these set locations, I can then design the buildings to be directly intergrated to the path ways that taper around them, an example of this could be the General store having a front entrance on to the market, but also an entrance at the rear for the player's ease when commuting between their house and the shop.
The bridges that lead out of the town will expand as the player progresses, the 'Main Bridge' will be the only usable bridge until the player reaches level 2 (at which point they will find themselves making a lot more trips in and out of the village, and to cater for this we give them more routes to get out to optimise their journeys).