So I built a system that shatters story areas into puzzle pieces, and allows the players to drag them to the exit unlocking that piece of the map. Once they assemble all the pieces of that area, it comes to life and the player can interact with it.
For random map generation... I used to create a list of forbidden map coordinates, then only spawn in important things in there and nothing else. Now I have moved to the much more scientific method of bashing events into each other until they get along nicely.
//looks at cooler character assets...
Do I change the main character's look? I mean... Better assets... Storywise a bit weird I guess, though I can make it work... I swear so much of my game's direction is dictated by whatever the coolest assets I have access to are.
It was then I realized I could make giant Steampunk TV, and pull out from a scene to reveal it's been on the TV all along... And then I can have the player enter the TV to get to the next portion of the game.
Today I drove through my city of 100,000+ people during rush hour and the streets were nearly empty. Just so I could go get my favorite burger. There a dental assistant (she said that's her other job, even though I didn't ask) took my order and handed me a burger. I know it's bad out there... But wow, she's either atrocious with her money, or "it really be like that".
Well.. I was going to post my randomly generated road experiments... But the new "Attach Files" on profile posts seems to be quite buggy. Also there's no more option to insert Imgur images. Highly unfortunate. Guess I'll give them a bit to fix it and go back to messing with stuff.
So I ran my game in the same resolution (1920x1080) but in Window mode, with the second monitor disabled. And instead of using 70-80% of a GTX 1060's resources it uses in full screen with both monitors enabled, it used 30-40%. I guess my game is more optimized than I thought.