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Map structure

posted in A Keyboard and the Truth for project 96 Mill
Published December 30, 2005
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Our original thoughts on the environments for project2 is that they would be similar to MW, that is, a serries of large interconnected maps, only our thought was to have fewer maps and make them larger.

This posed a few problems, both technically and design-wise.

Take for instance an island, our thought was to have an entire island be a single map.

Since we live in a world where things are continuous it makes a lot of sense that we would want that.

However, in an adventure game setting, you ususaly need to visit places many times.

and who wants to hoof-it across your glorious map 20 or so times?

In RPG games you can somewhat get away with this if there are enemies along the way, however you need to make sure the battle doesn't get repetitive.

In an Adventure the only solution is to have meaningful content all over the map, while this would be the best case scenario, it is unattainable for our small team.

The problem:

We need our game world to seem true-to-life big, however we don't have the resources to mimic an entire island-worth of things to do. Not to mention the technical feat of resource management to insure the entire state can be managed.

The Solution:

Thankfully one doesn't need to look far for a solution, game developers have had a solution to this problem way back when.

In keeping with our 2D Adventure game roots, we will use a Map/Region arrangement.



In the game there are many 'maps' a map is either a small isometric or hand-drawn (most likely) overland map.

The map has a bunch of destinations on it, which can be turned on and off (as you progress).

Each destination connects to a point on a Region; a Region is an isometric map, ususaly small or medium in size, that represents an area on the map.

Connections can also be made between Regions, this facilities walking into a house on a region, and arriving in a region that represents the house.

At the developer's discression these connections can be set up as one-way or two-way; two-way connections are most common, but one way connections are helpful if you wish to arrive in a region and you must take another way back.

In this manner the player is able to see the over-view of where they are, and they can get to the places of interest that are important to the story.

This saves the player lots of 'wasted' time trecking over your hyper-realistic landscape, and it saves you time by not having to develop the hyper-realistic landscape which does not directly contribute to the story.

Any additional thoughts on this method's function are welcome.
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0 likes 6 comments

Comments

johnhattan
Can't much comment, as I can't see your pictures.
December 30, 2005 09:17 AM
EDI
yeah, I hope the DNS clears up soon =/
December 30, 2005 09:26 AM
EDI
looks like things are back to normal here
December 30, 2005 10:50 AM
Laz
p1kt4rz are working here.
December 30, 2005 11:59 AM
Drilian
Ah, the good ol' "Overworld Map" bit.

It's time-tested, and I think it solves the major problem. And it's really been put to good use in Guild Wars.

In GW, you CAN walk from one major zone to another, but you don't have to...you can hop from zone to zone (only to zones that you've already reached) whenever you want, and you'll instantly teleport there. You do have to walk (or have the story take you) to new locations though.

It might be something to think about.
December 30, 2005 04:34 PM
Will F
You might want to take a look at how the Geneforge series of games does the world map. If i'm understanding you correctly they do it somewhat like you're describing. Might give you some ideas.

Here's some screenies.
December 31, 2005 03:53 PM
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