#83
by Lios
I've got a simple idea for one of the more long-term things in regards to how to get the player to loop back to the path if they go too far sideways.
You could simply have an event when they enter one of the furthest tiles, or travel too far from the path that occurs either when they blink, or forces them to blink, and while they are blinded they are teleported to a similar/identical tile on the other side of the path. Should help to keep the immersion and not let them notice a teleport, while still making it seem like they looped back around. Most people wouldn't notice right away, but sub-consciously it'd be very unsettling when things are clearly moved around.
It'd need to be an identical tile that isn't also a teleport location on the other side so they aren't stuck in an infinite teleport every time they blink. That'd just be disorienting. I think it should actually teleport nice and far away from other teleport locations, and it shouldn't break too much immersion if they teleport and are immediately close enough to see the path. Actually that should be super creepy and awesome.
if you're also planning to have the forest change when players do this (path shifts in shape/size/texture/forks - trees change in type/move around), you could just have multiple instances generated, randomized by the seed. Every time you enter a teleport area it will pull you to a random instance (including potentially the one you're already in). This should prevent bugs/glitches caused by just having a single forest instance that actively changes.
Having stuff just suddenly change on blinking would totally contribute to the totally unsettling horror in the game, and it solves your looping problem. In relation to 860-2 (should you use the multiple forest levels idea), you could simply have it teleport to that same instance when the player does. Preferably not too close to the player.