<looking a little guilty...>
This isn't entirely OT, as we are discussing precisely *how* to design...
henesua wrote...
Anyway... thats interesting. You are right that a grid does make it easier for many systems.
But it's important to not make it *mandatory*...
The seamless area transition system for example likes areas laid out on a grid and tagged accordingly. And this enables one to create "maps" that can tell the player how close they are to something and where they need to travel to get to their destination.
I think one downside to this however is that you sacrifice flexibility because it is very difficult to change an area's coordinates once they are established.
Exactly! That's what my Regional system is designed to avoid.
1) It's not a 1:1 grid system. It's a *defined* topology (currently defined in the
regnode_< name of region >.2da ). The possible transitions from any given node are stored in the regnode_ definition. They can be adjusted once, there, instead of editing oodles of WPs and Triggers... This includes *vertical* links, incidently, that Cestus will be using for the dwarven citadel of Fireholt and the Underways region.
2) It's flexible in that "template" nodes (drawn from a pool of generic-but-classed areas) can be replaced when feasible with crafted areas without disturbing the weave of the region.
3) It's consistent in that the path and landmarks to any given area remain the same (*not* random).
4) It lends itself to a certain "traveling" map idea (a hybrid of DoD and Tarot's map-tiles) I have that builds a dynamic "worldmap" type area based on the areas (drawn from the region definition in regnode_).
5) It lends itself to the Travel Builder system of assigning travel times and encounter probabilities between nodes.
6) It lends itself to "shortcuts"... when you reach an area edge you have a choice of transitioning directly to the next node or calling up the traveling map of the region and jumping (with appropriate travel times) to any node you've already travelled.
<you're ranting, wizard> Heh. Right, back to designing cities...
I'm still on the fence on which to use in Arnheim. At present I am using named regions whihc are then divided into a grid of areas. Since I only have one region, this enables me theoretically to have an alternate plane for the same region as well with a 1:1 match up. So the way it works is <region tag>+<X Y coordinates in grid>. One tag can be "ethereal.adermoer" the other can be "adermoer". The former is the ethereal plane the later the prime.
I'll have 4 versions of the entire mod, with the addition/location of seasonal haks being the primary difference. In addition, I'll have alternate states of many areas (much like your ethereal state). There's a lot of duplication there (on the surface), but the completely different textures/sounds/atmosphere pretty much require it.
But, once again, it comes down to planning it out somewhere and then working from that "design document", even if it only exists in your head. The more developed your design -*before* you lay one tile! - The easier and more consistent your design will be.
But developing quality areas in the toolset is not quick, which is why I really promote putting it on paper and drawing from historical sources.
And, yes, putting it in a grid. At least to start :-)
You can go off the rails anytime when you are living and breathing the place.
Until then, make a plan.
Anyway.... I'm going off the reservation here.
Sorry OP!
Er, um, me too :-)
<...but that's nothing new>
Modifié par Rolo Kipp, 23 janvier 2012 - 10:56 .