Maps on New Server
Posted: 07 Sep 2007, 21:34
Hi,
So I see currently TMW terribly suffers from supposedly the worse thing that can hit a MMORPG - almost no locations! That doesn't even partially look like a world, just like some random maps thrown together!
It's way too small. Now, that is cool and all, but it requires human interaction to put stuff in there, i.e., maps and so forth. Let's go a different approach here.
Anyone who played Bl1zzard's D1ablo knows how labirynths and areas were generated randomly, except for the town. Well, my suggestion for TMW is, building an engine which would do just that. Upon a character going into a yet unknown area, the engine would generate a new map, and save it for later for others in the server sql.
This should be tried and tested, but imo would generate a lot better results and richer worlds than waiting for people to submit their ready made maps, with graphics sometimes not too great, mistakes etc.
The human factor slows it down.
Plus, it would be definetly an original approach. The engine could then be improved to place random NPC's and also the devs could put up villages randomly on the map manually ofcourse, once it's generated.
I can help test Also, since that probably might require some firepower, and could cause problems for smoothness (say more than one char enters a previously unknown idea, the first character causes the generation process while the others are waiting untill it's done), I'd say the areas would have to have adjacent exit areas generated as well. Plus, some of the generation could be done on the client side, the server would simply pass some values (random seed data) against which the client would then generate the work and send the made values, sharing the workload.
So I see currently TMW terribly suffers from supposedly the worse thing that can hit a MMORPG - almost no locations! That doesn't even partially look like a world, just like some random maps thrown together!
It's way too small. Now, that is cool and all, but it requires human interaction to put stuff in there, i.e., maps and so forth. Let's go a different approach here.
Anyone who played Bl1zzard's D1ablo knows how labirynths and areas were generated randomly, except for the town. Well, my suggestion for TMW is, building an engine which would do just that. Upon a character going into a yet unknown area, the engine would generate a new map, and save it for later for others in the server sql.
This should be tried and tested, but imo would generate a lot better results and richer worlds than waiting for people to submit their ready made maps, with graphics sometimes not too great, mistakes etc.
The human factor slows it down.
Plus, it would be definetly an original approach. The engine could then be improved to place random NPC's and also the devs could put up villages randomly on the map manually ofcourse, once it's generated.
I can help test Also, since that probably might require some firepower, and could cause problems for smoothness (say more than one char enters a previously unknown idea, the first character causes the generation process while the others are waiting untill it's done), I'd say the areas would have to have adjacent exit areas generated as well. Plus, some of the generation could be done on the client side, the server would simply pass some values (random seed data) against which the client would then generate the work and send the made values, sharing the workload.