I commonly sit in my office at home and crank out games without anyone else telling me what to do. Please take into account that I am 34 years old and grew up playing the original titans of video games: Mario, Zelda, Mega Man ... ya know, the good ones. So I'm going out on a limb and lifting up the curtain and doing other metaphors to bring you a behind the scenes look/continued development of my next HUGE game: Robot Gardens. If you steal my idea, so be it. I'm going to have this game done by the end of the year, so you better get your little team together and hurry. I don't make games like other people do, and I mean that in both good ways and bad ways. Maybe you can take some of my good ways and help me fix some of my bad ways. I think it is important to note that I develop in Flash/Animate and port to iOS. Don't tell me to change. I lived through the great days of Flash, and I don't plan on changing that. As long as it ports to iOS, I'm using it. Robot Gardens is almost every genre of game rolled into one: it is a simulation game, an action game, a puzzle game, a PvP game, and an RPG. The concept of the game is to 1) grow robots 2) use robots to go on quests to find treasures and 3) pay off your debt to the mob. Gameplay will have you tending/watering your robots (yes, they grow like plants) during the day, and then gathering up your little robot army (of 4 robots max) and going out into a super-expansive world in search of treasures. Of course, the world outside your farm is riddled with monsters. Adventure elements are akin to Legend of Zelda. Fighting elements are akin to Smash TV (look it up, kids). RPG elements akin to Final Fantasy. Sim elements akin to both Sim City (you can build a few things in the adventure world to fight other players) and Farmville (I hate that game so much, but...). You can also trade/sell robots you grow to other players. Today's insight involves Level Design. How I am going to make a GIANT WORLD fit in a ~70MB game. Now for those of you who like to make RPGs, let me dive into a little trick I use for level/world design. Some of my current games (Six Pack Man, Waffle Time) use a level editor system I built. I won't go into the details of making it, but the concept can probably be translated by good programmers. Basically, I create a grid (any size as long as the number of squares is < 2500, just a number I picked) which each square possibly being anything I need (a wall, coin, monster, ladder, bla bla bla). The editor is a drag/drop style that allows me to place the objects, each object with a corresponding # attached to it. I go crazy and build the Level, and include "doors" to other Level. When I click SAVE, the editor generates an array which looks something like this: 2_2_2_2_3_1_5_6_7_1_1_1_1_1_1_1_2_3_4_3_4_5 ... for 2500 numbers. That string IS the Level, and it contains code to connect to other Levels. This string is also ~4k in size, making the Level itself ~4k in size. The game then loads this saved string (as a variable, a .txt file, a .php file, or even stored on a MySQL database), parses it, and then builds the entire level from that string. 2 = walls, 3 = coin, 4 = monster, whatever. SO ... based on this, I can make 1000 Levels and only use 4MBs of space. Plus if they are externally loaded from the internet... the load times are almost non existent. Link all these Levels together... and you got yourself a gigantic RPG world. Store these Levels on a MySQL database... and you can even let the player CHANGE the level for everyone else (ie. Player B could chop down a tree, and when Player A players their game... they might just see a stump). Here's a demo video of A DIFFERENT GAME (The Viking Bunnies) I am developing as well that uses this concept. This demo was played online by loading the levels from the server. I'd like to get this game out this year as well, but it really is my baby and I'm taking my time with it. I'll post again with more updates on Robot Gardens. Ask questions, make fun of me, call me stupid or a genius, makes no difference. I'm just a guy who makes games.