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[DIS] Skeleton maps

Posted: 07 Mar 2017, 09:50
by Reid
Like I explained on the previous meeting, I would like to speed up the development by adding skeleton maps of most of the world.
These skeleton maps would feature simple shapes and a two tiles style, somehow like the hercules test server from 4144.

Re: [DIS] Skeleton maps

Posted: 07 Mar 2017, 10:30
by EJlol
How does this speed up development?

Re: [DIS] Skeleton maps

Posted: 07 Mar 2017, 11:01
by Alige
EJlol wrote:How does this speed up development?
By creating very simple maps, we would have the opportunity of shaping the overall world of our new server. This will help us add quests where they need to be, thus more people will be able to help the development of the project without being restricted by the small space we currently have on the live test server.

I'm greatly in favor of this (as weird as it may seem), because we will be able to add essential content right away, without being drawn to all of the small details around it. Although... that might be my role :lol:

Re: [DIS] Skeleton maps

Posted: 07 Mar 2017, 15:31
by gumi
why do we even need a vote? it's a no-brainer

Re: [DIS] Skeleton maps

Posted: 07 Mar 2017, 17:16
by WildX
Of course yes.

Re: [DIS] Skeleton maps

Posted: 07 Mar 2017, 18:03
by Reid
gumi wrote:why do we even need a vote? it's a no-brainer
Because it could waste time to set them up. :)

Re: [DIS] Skeleton maps

Posted: 14 Apr 2017, 09:09
by bcs86
#evol-dev, 2017-04-14

Code: Select all

(03:25:17 AM) Akko_Teru: I don't think of skeletal maps as speeding up development per say, but as an invitation for others to create maps when they can learn ideas from the abstract skeletal ones. A similar proposal was put forward several years ago called "tron tiles".

(03:28:36 AM) Akko_Teru: To avoid the pitfall of "Tulimshar" mapping, Call on the developers to remain focused on one idea at a time so that other maps aren't abandoned out of lost course.

(03:33:46 AM) Akko_Teru: A solid idea doesn't need a test server unless it alters the state of quests and items in a way that might corrupt player data once retracted.

(03:46:24 AM) Akko_Teru: If we did TMW content and mapping in the same way as Aurora project development had been done, with solid direction and one person able to ensure progress regardless of who chips in, that is what has always worked well, from "the graveyard" of 2009 to Aurora 1 of 2016.

(03:52:31 AM) Akko_Teru: I've already purchased a bunch of "Kenny asset packs" which are public domain but only of minimal SVG quality. The RPG set is not much, and will need to be resized. There are no dungeon tiles or sea tiles, but that can be nailed on.
It will take a moment to sort through and hack on, but for those who have visited opengameart will know the "Kenny assets" to be rather bare-bones, but larger than our base tile size.

Why not!