Meanderley
Last night, I dreamt I went to Meanderley again…
Abstract
Build a floor plan by adding rooms and navigate the resulting structure.
Heavily inspired by Tonda Ros’ game Blue Prince (BP).
TOC
Gameplay
Map
Based on a wrap-around 32×32 cell grid, each cell can hold a square room.
The
current room (player position) is always shown in the center.
In standard view (zoom ×4), an area of ~7×7 cells can be seen.
When zoomed out (zoom ×2), ~15×15 cells can be seen, which is about ¼ of the map.
Without magnification (zoom ×1), the entire map is visible.
The
target room sits at the antipode (opposite side) of the starting room.
Two
marks for jigsaw piece locations are horizontally and vertically midway between starting room and target room.
Although there’s 1024 (32×32) cells in the map, they don’t all have to be accessed. In fact, the player may choose any of the 4 diagonal directions (here: south-east) and focus on that quadrant to plant rooms, expanding towards
target room and the 2
jigsaw piece marks.
In theory, the quickest way to reach the 3 relevant cells would be to set long (rectangular) rooms whenever possible - effectively adding 24 rooms and consuming 33 steps (including backtracking) only.
However, less than ½ of the room types have a door configuration allowing straight lines, and only a small fraction of types are long rooms. Therefor statistically, rather 70+ rooms are likely to be added, consuming 100+ steps (including backtracking).
Rooms
Those are reminiscent of the square rooms in Blue Prince, though ours might also include a few rectangular types (area = 2 × square).
Rooms :: Colours
Our colour coding for categories is probably similar to BP, except we might prefer lighter hues than BP’s dark tones.
The Gray category contains only the 2 initially given rooms: En Trance Hall and Antechamber, both of which are un-draftable.
BPOurs
Gray
Special
#888888
Blue
Room
#005a8b#0088ff
Purple
Bedroom
#523752#ff00dd
Orange
Hallway
#894f20#ff8800
Green
Green Room
#296331#00bb66
Gold/yellow
Shop
#9f9353#bbcc00
Red
Red Room
#8b0100#ff0000
Black
Blackprint
#000000#333333
Rooms :: Symbols
Standard room symbols are pre-rendered images of size 96×96 px, which may be scaled down to 48×48 px or 24×24 px if necessary, e.g. for thumbnails or zoomed out map view.
By default, walls are ~6 px thick, and doors are ~16 px wide.

For simplicity, rectangular rooms are door-wise just elongated versions of square rooms:

A symbol’s label comprises title (room name) and optional info (short description of room effects).
Rooms :: Effects
Most of the rooms have explicit properties/rules - either one-time, temporary, or permanent - usually executed automatically upon entering:
Exploration
The contents of a room can be investigated (in 1st person view) by point&click interactions.
Exploration :: Hints
Room visuals should embed clues supporting the accomplishment of a task/puzzle, some easily to spot, but most often only discernible/readable after zooming in on a specific part of the scene. These could be wall signs, photos, posters/charts, plates, objects (e.g. figurines), or recurring themes.
Exploration :: Items
Collectables to restock inventory slots are either lying/hanging around in plain sight, or inside containers (e.g. chest or drawer), or covered by movable objects.

The usual consumables: A dedicated inventory panel can hold unique items: All text related items (e.g. found notes, papers, books) are stored in a virtual folder, accessible via button Text (#).

Jigsaw pieces (for the board in the Antichamber) are stored in a virtual bag, accessible via button #/64.

Found Room plans are automatically added to the draft pool.
Exploration :: Doors
As expected, doors/passages act as mutual transit points between rooms.

By clicking on an open doorway, the player will walk through - provided the step account isn’t empty, of course.

A closed door usually means that the map cell behind is still empty, in which case an adjacent room has to be drafted before opening the passage.
Under rare circumstances, induced by a rule/effect, the door of an already open passage may get closed and locked.

A bricked up or similarly sealed doorway signifies there’s a room behind which doesn’t have a door in that wall.
Exploration :: Drafting / Draft pool
Drafting is just a fancy word for choosing a new room (usually 1-out-of-3 via pop-up dialogue) to be placed in the map.

Once a choice is made, the room gets inserted, and the player may now enter it through the opened connecting doorway.
Draft pool

Initially, the list of available rooms contains only a basic assortment.
More types may appear by drafting in…
Exploration :: Steps
This movement currency is needed to navigate through the mansion, where traversing from one room into another costs 1 step.

The initial value of 50 steps decreases either by walking into rooms, or by detrimental room rules. It increases either by consuming food, or by beneficial room rules.
Exploration :: Progress
A progress bar shows the current degree (in percent) of accomplishment.
These percentage points are the sum of just a handful of numbers:

Points
(max)
Expansion: how far the player could deviate from the starting room (manhattan distance)32
Number of jigsaw pieces in inventory64
Jigsaw Key in inventory1
Jigsaw puzzle solved1
Exit mansion1
Secret of Meanderley disclosed*1
%100

*Note that the alternative/extended end is shown only if player possesses the Artefact.
Exploration :: Rank
Depending on how much the player could approach the target room so far (manhattan distance), his explorer rank/status rises, which has an influence on NPC interactions, shop offerings, or draft pool extensions.

1
2
3
4
5
6
7
RankInfo
1Aspirant
2Seeker
3Prentice
4Journeyman
5Adventurer
6Veteran
7Master
8Legendupon entering the Antichamber
Exploration :: XP
While our progress bar merely counts actions needed for winning, XP not only takes difficulty nuances into account but also rewards optional achievements.
Exploration :: Locks & Keys
There’s a simple core concept in all adventures/ETRs: unlock a path by applying a suitable key.

The terms lock and key don’t have to be taken literally - most of the time, the lock stands for any kind of problem (task or puzzle), and the key is a way to solve it. This is factually true for all puzzle games, perhaps even games in general.

Minimal structure (no backtracking):
Start --Key 1--Lock 1-- End
Interwoven (contains backtracking):
Start --+--Lock 1--Key 2
        |
        +--Key 1--Lock 2-- End
Exploration :: Tasks
Credo: Tasks must have fixed and obvious solutions (e.g. building a path to a cell marked as 'jigsaw piece').
Exploration :: Puzzles
Credo: Puzzles cannot have fixed solutions (e.g. the code for opening a safe is never found in the same place).
Appendix: Room list
##NameDoorsInfo
Special
1En Trance Hall4...
2Antichamber4...
3Outer Path4...
Blueprints
Bedrooms
Hallways
Green Rooms
Shops
Red Rooms
Studio Additions
Found Plans
Outer Rooms
Appendix: Ideas
Collection of ideas about features, variations and extensions.
Appendix: Ideas :: Rooms
Considering visual content, category, door configuration, benefit/detriment, effects, rules, mechanisms, and special abilities.
Appendix: Ideas :: Items
Consumables, tools/trinkets, collections, and metaphorical keys.
Appendix: Ideas :: NPCs
Appendix: Ideas :: Story
Appendix: Blue Prince
Statistical data about BP’s room library (categories, infos, doors).
Appendix: Blue Prince :: Room categories
CategoryCountInfo
Room
(blue)
46Blueprints: Blue-border rooms are the most common, and indicate neutral or beneficial rooms. They make up the first 46 rooms of the directory, and can contain Items, Keys and/or Gems.
Bedroom
(purple)
8Bedrooms: Purple-border rooms are the personal rooms of the Sinclair Family and Staff, and tend to grant extra Steps.
Hallway
(orange)
8Hallways: Orange-border rooms often have doors to connect adjoining rooms and have a small influence on what rooms you draw from them.
Green Room
(green)
8Green Rooms: Green-border rooms are outdoor or garden rooms, and usually have Dig Spots. They reward Gems fairly often and can grow flower-Gems during certain situations.
Shop
(gold)
8Shops: Yellow-border rooms allow the explorer to exchange Gold or Items for other Items and/or services.
Red Room
(red)
8Red Rooms: Red-border rooms are usually detrimental, either being a Dead End or having a negative effect on the explorer.
Secret Rooms
Studio Addition8Includes 3 Blackprints: Black-border rooms are rare and valuable, and often need to be found or unlocked first.
Found Floorplan9
Outer Room8
111
Appendix: Blue Prince :: Room list
111NameDoorsInfo
Blueprints
1The Foundation3Does not reset each day.
Appendix: Blue Prince :: Door stats
Door
type
12234
Blueprints
Count1371394
Ratio~4:2:~4:~2.5:~1
All
Count3714282111
Ratio~5:2:4:3:~1.5