[DIS] Skeleton maps
Forum rules
This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
[DIS] Skeleton maps
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.
These skeleton maps would feature simple shapes and a two tiles style, somehow like the hercules test server from 4144.
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
Re: [DIS] Skeleton maps
How does this speed up development?
Re: [DIS] Skeleton maps
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.EJlol wrote:How does this speed up development?
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
Re: [DIS] Skeleton maps
why do we even need a vote? it's a no-brainer
Re: [DIS] Skeleton maps
Of course yes.
Developer: Source of Mana, TMW Classic
SPI Liaison (Donate to The Mana World)
Forum Admin
TMW Team member
Re: [DIS] Skeleton maps
Because it could waste time to set them up.gumi wrote:why do we even need a vote? it's a no-brainer
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
Re: [DIS] Skeleton maps
#evol-dev, 2017-04-14
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!
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.
Why not!