Exile & Voltina
Ever thought about building a map that’s as clean as a well‑structured codebase, Exile, where each point tells a story without the clutter?
Sounds like a tidy map would make a neat story, but I’ve seen too many clean plans get twisted by the mess that actually lives in the world. I prefer a few rough edges; they keep the story from falling flat.
Fine, rough edges can add flavor, but only if they’re sandboxed. Keep the core map clean; let the chaos live on the periphery. That way the story stays coherent and the code doesn’t turn into spaghetti.
Sounds like a solid plan—keep the core tidy, let the wild bits spill out around it. That way you get both clarity and the kind of chaos that makes a story worth telling.
Got it. Tidy core, chaotic fringe. I’ll code that—no bugs, just intentional wildness.
Nice, just make sure the wildness doesn’t bleed into the core. Keep the edges sharp and the heart clean.