Dear Crowbar Collective Team,
I am a fan of Rogue Point, and I’d like to offer some suggestions regarding level design and mission structure to improve immersion and replayability.
Current Issue:
The current approach of mixing disparate scenarios can feel disjointed (a "disconnected" feeling), and the limited number of maps can lead to repetitive gameplay over time.
Core Suggestion: Unified Thematic Context & Dynamic Progression
Instead of jumping between unrelated environments, I suggest building multiple mission stages within a single, large-scale setting. This would create a sense of persistent progression and allow for strategic variety through layout changes.
Example Case: Commercial Office Complex
Instead of a single map, imagine a multi-stage operation:
Stage 1 (Infiltration): Choose an entry point (A: Main Entrance or B: Parking Garage). Objectives: Breach and clear, intercept signals.
Rest/Intermission: After clearing the first area, players "refit" and choose their next route upward.
Stage 2 (3F–6F): Food court and common areas. Objectives: Rescue hostages, gather intel.
Stage 3 (7F–10F): Retail/Sales area. Objective: Retrieve classified laptops.
Final Stage (15F–Rooftop): Boss defense or high-intensity elimination.
Benefits of this Approach:
Technical Efficiency: Faster loading times by reusing assets within a unified theme.
Immersive Flow: Reduces the "torn" feeling of jumping between random locations; it feels like one cohesive operation.
Increased Depth: Procedural/randomized layouts within the same theme add layers of complexity.
Route Versatility: Allows for "Inverted Routes" (e.g., HALO jump onto the rooftop and fighting your way down).
Thematic Ideas for Large-Scale Settings:
Mega Mall: From parking and loading docks to retail wings, employee areas, and food courts.
International Airport: Connecting tunnels, terminals, duty-free zones, runways, and even aircraft interiors.
Oil Rig / Maritime: Port roads, waterways, cargo ships, and the drilling platforms themselves.
Financial District: Street blocks, bank vaults, office skyscrapers, and rooftop extraction points.
Campus/University: Classrooms, sprawling corridors, dormitories, and stadiums.
Theme Park / Resort: The contrast between cheerful attractions and "behind-the-scenes" maintenance tunnels/dorms.
Industrial/Tech Parks: Factories (automotive/robotics) or Data Centers/Server hubs.
I believe this "Vertical/Sector-based" progression would significantly increase the game's depth and make the world of Rogue Point feel much more expansive.
Thank you for your hard work on the game!
