Author Topic: Dynamic Map Features  (Read 1349 times)

novacadian

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Dynamic Map Features
« on: May 15, 2013, 09:16:36 pm »
With the beasties now acting a lot more interesting (tribes) it would be nice to see some dynamics added to the map. A good place to start would be roads.

During my recent departure from planeshift (for hardware reasons) a lot of time was spent with http://osgrid.org and their opensim package. My suggested approach will be based on how graphics are handled on that package (opensim).
 
My assumption is that the roads are textures layed down on the ground grids. Dirt roads like found in planeshift reflect usage on them. They do not look like constructed or kept up by the Government.
 
It would be very cool to lay down road/path textures on areas in relation to the traffic that the area sees. Then when roads are less used they would slowly grow over with grass textures. When areas are used a lot then road/path textures would be layed down.
 
One can only hope that PS' handling of graphics would allow the same dynamics as one might code for opensim. This is intended as an automated process not to have artist update the roads.

- Nova

LigH

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Re: Dynamic Map Features
« Reply #1 on: May 15, 2013, 09:25:23 pm »
Not a new wish: Reactive landscape

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novacadian

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Re: Dynamic Map Features
« Reply #2 on: May 15, 2013, 10:11:42 pm »
Reinforces, at least, that players want it.

- Nova

Rigwyn

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Re: Dynamic Map Features
« Reply #3 on: May 15, 2013, 10:59:41 pm »
Noooos! The roads will all disappear from lack of use!  :)


tman

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Re: Dynamic Map Features
« Reply #4 on: May 15, 2013, 11:15:38 pm »
I really like the idea.  Only a couple issues I foresee.  First, the numbers would probably require tweaking based on the player population.  For example if the player count were to jump from an average of ~30 to ~200, then everywhere would become just dirt roads.  Likewise if the player count drops suddenly the roads will all disappear.  Not that this is necessarily a problem.  The other issue is that the player-made paths will probably go to areas like mines or heavily-used monster spawns and not necessarily to the other cities.  Again, not really a problem, but the people who really need roads are the new players and player-generated roads might cause confusing networks of paths that could be hard to follow.  Or maybe it'll make it easier for new players because they'll find mines and stuff as they go, I don't really know.
You can't teach a pig to sing.  It'll never work, and you'll annoy the pig.

novacadian

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Re: Dynamic Map Features
« Reply #5 on: May 16, 2013, 04:22:23 am »
I really like the idea.  Only a couple issues I foresee.  First, the numbers would probably require tweaking based on the player population.  For example if the player count were to jump from an average of ~30 to ~200, then everywhere would become just dirt roads.  Likewise if the player count drops suddenly the roads will all disappear.  Not that this is necessarily a problem.  The other issue is that the player-made paths will probably go to areas like mines or heavily-used monster spawns and not necessarily to the other cities.  Again, not really a problem, but the people who really need roads are the new players and player-generated roads might cause confusing networks of paths that could be hard to follow.  Or maybe it'll make it easier for new players because they'll find mines and stuff as they go, I don't really know.

You could simply make it relational. That is how much is this xyz walked on compared to the average xyz. That way player count is not as great a factor.

If the paths and roads lead you to other players that seems a lot more productive to me than waisting time on UPS Quests.

- Nova

LigH

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Re: Dynamic Map Features
« Reply #6 on: May 16, 2013, 09:09:08 am »
YPS! (Yliakum Parcel Service) ... No, not the gimmick magazine.

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Pakarro

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Re: Dynamic Map Features
« Reply #7 on: May 16, 2013, 09:17:03 am »
Hmmm, we drifters don't trample the grass, and would keep the green grass on the roads perfect. Maybe few more signposts would come in handy in that case...

:)
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novacadian

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Re: Dynamic Map Features
« Reply #8 on: May 16, 2013, 02:59:44 pm »
YPS! (Yliakum Parcel Service) ... No, not the gimmick magazine.

Nova chuckles merrily

tman

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Re: Dynamic Map Features
« Reply #9 on: May 23, 2013, 11:15:23 pm »
A related feature that would be really nice is if spots that are frequently mined would show some indicator of that.  Like chunks of dirt or rocks gathering around the most mined locations.  This serves a dual purpose of adding realism and helping new players find mine locations more easily.
You can't teach a pig to sing.  It'll never work, and you'll annoy the pig.

novacadian

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Re: Dynamic Map Features
« Reply #10 on: May 24, 2013, 06:20:05 pm »
A related feature that would be really nice is if spots that are frequently mined would show some indicator of that.  Like chunks of dirt or rocks gathering around the most mined locations.  This serves a dual purpose of adding realism and helping new players find mine locations more easily.

 :thumbup: