[Audyssey] role-playing type game map design

2014-12-27 Thread Eleanor
Jacob was talking about the scale of maps that could be built. If the 
maps were designed to be nested tree sets, you could have a number of 
scaled maps easily moved between. For example, you could start on a 
continent, move to a city or town, find a specific neighborhood and then 
enter a specific building by using a simple keystroke (plus and minus 
signs) to move to larger or smaller scale maps and normal navigation 
(probably arrow keys) to move within the individual maps.  I like the 
idea of transportation over longer distances being step type movements.  
Sounds exciting Jacob.


Eleanor Robinson
7-128 Software

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Re: [Audyssey] role-playing type game map design

2014-12-27 Thread Jacob Kruger
What have done with map/coordinate structure now is allow you to sort of 
assign transit conduits between separate points in your map - as in, while 
effectively in design, you'd have all the map locations on the same sort of 
grid, you could keep sections/groups separate, and assign a sort of conduit 
between the chunks - almost like making it to the next level in something 
like a platform game, and have also applied settings to those affecting if 
they work in both directions, or just one way/once off, etc.


What might also do is sort of let you offer something along the lines of an 
access code/password on completion of a map, which might then be required by 
something like it's sequel map to then carry on there - in order to let you 
keep them as sort of separate maps, but, sort of linked, etc., or 
something...smile


But that one's still just a thought, and not sure would really want to allow 
a map designer to assign an access password to a map - you could already 
sort of due something similar to that using something like the clues you 
might need to open up map sections, but, yes, you can already define a 
design password to stop someone else from just editing your map as they see 
fit/whenever they want to, etc.


Kind of reminds me of how, in old days, with some of the first bits of 
adventure gaming I played, on commodore 64/XT PC, their form of copyright 
was that at times they'd ask you what something like the 5th word, on the 
13th page of the game booklet was - think in those days, even photocopier's 
weren't all that commonly available to young people...smile


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
Roger Wilco wants to welcome you...to the space janitor's closet...

- Original Message - 
From: Eleanor elea...@7128.com

To: gamers@audyssey.org
Sent: Saturday, December 27, 2014 4:10 PM
Subject: [Audyssey] role-playing type game map design


Jacob was talking about the scale of maps that could be built. If the maps 
were designed to be nested tree sets, you could have a number of scaled 
maps easily moved between. For example, you could start on a continent, 
move to a city or town, find a specific neighborhood and then enter a 
specific building by using a simple keystroke (plus and minus signs) to 
move to larger or smaller scale maps and normal navigation (probably arrow 
keys) to move within the individual maps.  I like the idea of 
transportation over longer distances being step type movements.  Sounds 
exciting Jacob.


Eleanor Robinson
7-128 Software

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