12-19-2013, 08:03 PM
Game Update 12/19
MAJOR Changes to Game Design!
"I have a dream"
Last night, while dreaming, I came across an idea for game implementation that will allow me to keep file size and download moderately low, and allow for the vastness of the game world to be addressed. In Dragon Age, a similar concept is used, where world map navigation creates a world play surface that allows people to go from major points to major points in the game, and during the pathfinding of the game-world, events can snag players into pre-set and arranged battlefield or plot point scenarios throughout the course of the game, and as other areas are unlocked, navigation becomes more and more varied.
I wanted to take it one step further. While world map navigation is still possible, I want to have minor/regional navigation for each point so that I can have a broad range and distance, as well as more close-knit areas. Other map areas are unlocked via storyline plot-points, items or just by 'heresay' when unlocking other character paths.
This will also allow me to have distinctive battlefield elements depending on the region or play-area visits, as well as variable-placed enemies dependant on skill level.
Tool Usage has been expanded, so if a character learns of a mine or resource gathering area, they can visit it on a timed/cooldown basis to retrieve the resources they need for crafting and other traits.
I am currently looking for other world rendering tools to assist me in creation of these environments, catering to my need for everything from snow-fields to deserts without being confined to a tile engine that doesn't have my best layering interests in mind.
I am also looking into allowing MCG's H-Mode 7 for our World Map Displays so that large geographic areas are displayed in the right proportions (mountains and more)
Roguehaven Hiatus is OVER!
MAJOR Changes to Game Design!
"I have a dream"
Last night, while dreaming, I came across an idea for game implementation that will allow me to keep file size and download moderately low, and allow for the vastness of the game world to be addressed. In Dragon Age, a similar concept is used, where world map navigation creates a world play surface that allows people to go from major points to major points in the game, and during the pathfinding of the game-world, events can snag players into pre-set and arranged battlefield or plot point scenarios throughout the course of the game, and as other areas are unlocked, navigation becomes more and more varied.
I wanted to take it one step further. While world map navigation is still possible, I want to have minor/regional navigation for each point so that I can have a broad range and distance, as well as more close-knit areas. Other map areas are unlocked via storyline plot-points, items or just by 'heresay' when unlocking other character paths.
This will also allow me to have distinctive battlefield elements depending on the region or play-area visits, as well as variable-placed enemies dependant on skill level.
Tool Usage has been expanded, so if a character learns of a mine or resource gathering area, they can visit it on a timed/cooldown basis to retrieve the resources they need for crafting and other traits.
I am currently looking for other world rendering tools to assist me in creation of these environments, catering to my need for everything from snow-fields to deserts without being confined to a tile engine that doesn't have my best layering interests in mind.
I am also looking into allowing MCG's H-Mode 7 for our World Map Displays so that large geographic areas are displayed in the right proportions (mountains and more)
Roguehaven Hiatus is OVER!
BLOG: JayVinci.blogspot.com
FORUM COMING SOON
Currently working on:
Ambitions: RPG Developer Bakin
Heart of Vox: RPG Developer Bakin