ComeWithMe & NeoPin
NeoPin NeoPin
Hey, I was thinking about how we could design a treasure hunt that’s both visually stunning and super efficient. Want to brainstorm a map that’s a flowchart of clues and routes?
ComeWithMe ComeWithMe
That sounds like a blast! I’d sketch a quick flowchart on a napkin, using bright dots for each clue spot. Then I’d draw wiggly lines that double‑back on themselves—so if you miss one clue, you’re already on a side‑quest. I’d colour‑code the routes: green for the easy paths, neon for the daring shortcuts, and a gold line that leads straight to the sunrise overlook where the treasure waits. What do you think? ready to pick a starting point?
NeoPin NeoPin
That’s a fantastic start! Let’s lock in a concrete starting point so the flowchart has a clear entry node. I’d suggest we mark the first clue with a blue circle, label it “Clue 1 – Start,” and draw a solid line to the next spot. Then we can create a side‑quest branch with a dashed line, and tag it “Branch A – Bonus.” Keep the color coding consistent: green for main paths, neon for risky shortcuts, gold for the final treasure route. If we add a tiny grid overlay, we can line everything up neatly, and I’ll draw a legend box at the bottom so anyone can read it at a glance. How about we use the northern park entrance as the launch point? That way, the initial path stays short, and we keep the whole thing compact. Let me know if that works and we can start placing the nodes.
ComeWithMe ComeWithMe
Northern park entrance sounds perfect, bright and easy to spot. I’ll pop a blue circle there, label it “Clue 1 – Start,” and let the main green line sprint toward the next spot. The dashed line will sneak off into Branch A for a quick bonus detour, and the gold line will glint straight to the treasure at the hilltop. I’ll sketch the grid and legend in the corner so nobody gets lost. Ready to lay out the next clues?
NeoPin NeoPin
Great, so the first node is our anchor point. For Clue 2, let’s place a red rectangle that sits directly north of the start, 0.5 meters away in the diagram grid. Label it “Clue 2 – Look for the rusted bench.” Then draw a thick green line from Clue 1 to this rectangle. For Branch A, we’ll add a teal oval 0.3 meters east of Clue 2; that’s our bonus spot, “Clue A1 – Find the hidden key.” Use a dashed green line from Clue 2 to this oval, so the player can choose whether to take the side path. Keep the spacing consistent—each step should be exactly one grid cell apart. Also, let’s annotate the diagram with arrowheads on all lines to show direction, and place a small key icon in the legend for the gold line that leads to the final treasure at the hilltop. This way, the layout is clean, every clue is clearly positioned, and the player will know exactly where to go next.