Map Changing
Forum rules
This forum is for feature requests, content changes additions, anything not a Bug in the software.
Please report all bugs on the Support Forums
Ultima 7+ like maps would not be feasible, unless you wanted everything on 1 height (houses, castles etc. would all take up a fair bit of space since they only have one level, and coule be possibly annoying to navigate). Ultima 7+ was pseudo-3d, allowing mutiple housed levels and different objects with different heights on the same map. So i would not think "UO" style map changing would work. Also, UO's map format was quite complex.
Talking about generic dungeon generator.
This should be done in server mantainance. Every time that server is reloaded, a new map is generated. But we have a problem:
All players should have to download the new map.. This is NOT good
About comparision with another MMORPG this should be learn with experiences and older games.
This should be done in server mantainance. Every time that server is reloaded, a new map is generated. But we have a problem:
All players should have to download the new map.. This is NOT good
About comparision with another MMORPG this should be learn with experiences and older games.
That's the beauty of the Random Dungeon generator. The point isn't to create random dungeons (misleading name, eh?) but to create the same dungeon every time based on a single number. The client uses that random number to map out a dungeon without help from the server. In effect, the dungeon generator is designed to fix the problem that imorgado pointed out. All we have to do to switch up the dungeons is to change one number on the server.
The Mana World System Coordinator.
View the Systems
So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
View the Systems
So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
- ElvenProgrammer
- Founder
- Posts: 2526
- Joined: 13 Apr 2004, 19:11
- Location: Italy
- Contact:
- Bjørn
- Manasource
- Posts: 1438
- Joined: 09 Dec 2004, 18:50
- Location: North Rhine-Westphalia, Germany
- Contact:
The point about random maps was mainly that both the client and the server create the same map based on a single number. This number is called the seed.Elven Programmer wrote:The client is not allowed to create anything. To have a secure server and consistency of data server should be always aware of every map.
If only it required as little involvement as that... One problem I see is making sure that server and client keep the same dungeon maps. If someone mods the client, they may not be able to see the dungeon correctly.Rotonen wrote:Now we just need people to randomly choose seed numbers to use..
The Mana World System Coordinator.
View the Systems
So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
View the Systems
So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
- Bjørn
- Manasource
- Posts: 1438
- Joined: 09 Dec 2004, 18:50
- Location: North Rhine-Westphalia, Germany
- Contact:
Hmm I don't see how that's very innovative, map seeds are being used basically since random maps exist. I mean Age of Empires isn't sending the whole map over to all players either, I'm sure. Because it can just send the seed.
Random maps may not exist in many MMORPG, I'm not sure. In our case, they're pretty much a necessity I think.
Random maps may not exist in many MMORPG, I'm not sure. In our case, they're pretty much a necessity I think.
- Bjørn
- Manasource
- Posts: 1438
- Joined: 09 Dec 2004, 18:50
- Location: North Rhine-Westphalia, Germany
- Contact:
Random maps for each player is also not what is being suggested. That last thing is the whole idea, but a new map would certainly not need a server restart. You can reset the map when nobody is there, for example.imorgado wrote:Random maps for each player isn't a good idea. Should be nice if the map should be generate in each server restart. And all players connected share the same map, allowing interation and a new dungeon to explore. And NO! to dungeons mini maps.
If you don't want dungeon minimaps then I guess we will have to send the actual map incrementally instead of a number. If you send the client the seed, he'll know the whole map instantly so exploration is not that interesting.