The plot fork just affects the tide in the next level. (a LOT.) And so if you wait till so and so then you get to skip the entire level by just swimming. If not then you have the chance to get more coins so something like this never happens again! And when you go to the next level everything will be the same. (Or maybe there will be COPS about if you don't pay...) It's a plot fork followed closely by a plot merge. I CALL IT THE PLOT HEXAGON due to the shape it would make should you make a flowchart.
Also, my inn is in ... a building.
But it's a warm and friendly and fireplaced building and EVERYONE BLINKS!
The main reason I made an Inn in the first place is because I think the player should have: a feeling of individual sections of the game; a place to heal, of course; a sense that civilization exists, but you're simply not in it; and YES YES a method for cameoing.
micah said:
How are you going to fit a katamari on the screen that's 500 spaces wide (assuming the original size is one char)? Also, what I remember from the first couple levels, you pick up bacteria and amoebas and such...when will you start picking up like CARS and BOEING 747'S?
Well, you see, the screen ZOOMS OUT inbetween levels. That's the main point in having individual levels. And no I don't mean it runs a resize algorithm and blah blah. Also, due to the silly way that volume relates to size, you will be able to pick up the cars very, very soon.
Need a dispenser here.