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Old 12-04-2012, 04:16 AM   #21
koteko
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Re: A huge grid world

It's going to be RPI and extremely focused on magic. Killing will be free but between mage users it'd be less common because of the huge effects. You might use your servants though: it is also going to have control of lesser creatures (also created by you from materials, like golems) which are going to be your hands most of the time with a user-managed limited scripting. A powerful player might in fact start its own kingdom, but the extremely hard setting would (in my plans, of course) strongly encourage to stay inside the main city until you are strong enough. Death will be permanent-ish (there will be tricks to reduce the risk) so who does not do teamwork is likely going to die soon.

You could dig tunnel, but going down will be more difficult, as going up will be more risky because of lack of air. That's actually a way to reduce a lot the world size (assuming I load only visited rooms), since it's going to be even less likely to use that 5+5 layers above and below the "ground level" of each plane.

I'm maintaining a development blog to check how people feel about my ideas, and so far it's good (a few guys have already proposed a collaboration, even though I know how it works in this case, ie 1 out of 100 maybe actually do the job he said he'd do).

That said, I understand your remarks. The graphical map would help to visualize (it's an actual tile map) even though just in 2D (and maybe some fake isometric effects) but of course it might all be an overkill, I won't know until I tinker with it.

I need to think it over, in the meanwhile I might play godwars2 as you suggest, because I don't really understand how a roomless world..feels.

I imagine there is a coordinate system where each point represents, instead of a room, a spot where an entity, and only one, can stay (unless you also allows entities over entities..). Do entities occupy areas, or just points (ie a bed occupies the same space as a player)?

I can also imagine you can only "see" entities around you within a certain radius, and if I whisper only the closest pgs will hear me.

But..how does that improves compared to a room system? I don't see advantages, since I don't have ranged combat (bows or similar, you can do VERY ranged things with magic but you don't need to know the coordinates of an entity for that) and I'll probably implement a room-specific coordinate system to allow for distances inside the room (it takes time to start an attack, proportional to the distance between the fighters).

It'd also increase the difficulty for me to draw a 2D graphical map of the surrounding cells, unless I treat each point of the graph as I now treat the rooms, reducing the size of the tiles: now I have a 9x9 grid of tiles, I'll have, I don't know, 900x900 tiles? the points in what now is a room should be at least 10x10 I guess..

I'm probably missing a lot here though...never played or studied a roomless mud. I'll check empiremud out..
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