
I don't want the island to feel like a menu of unrelated levels with palm trees between them.
Rusty's deliveries are the excuse to learn the place. A harbour should lead somewhere; a road should make me wonder what's around the next bend. That means thinking about the whole island even while I'm only building small pieces of it.
The design concept above gets the feeling across: bright water, steep hills, a harbour you can spot from a distance and enough winding roads to make Bonita work for her fuel.
Start at the harbour
I'm starting around the docks, the postal town and the market. They give Rusty a believable first stop and a few short routes before I send him off into the stranger parts of the island.
The map isn't a promise

The map below will change. Some roads will move, and a few ideas will probably deserve the bin. For now it keeps me honest about how the places connect. These are design concepts, not finished scenery.
Watch prototype