<pouring his brandy...>
@ Pearls: Nice! Thank you.
@ Tarot: LOL, Been meaning to look them over for applicability (I want them roughly appropriate to the nodes they represent), but haven't got to it yet.
I love your Map Mats! They gave me the idea for this in the first place ;-) I just want a dynamic map centered on the PCs current location, rather than a fixed layout. And I want to give it the hooks needed so (in the future) I can tie in "revealing" areas with rumors and purchased maps and conversations with guides. And introduce error-mapping that can get PCs well and truly lost ;-)
And, yes, the graphic part *has* to be separate from the controls part, or else the PC can't walk anywhere easily.
I also want to put in invisible walkmesh objects that channel the PC in how they approach "revealed" nodes so I can use their facing to determine what edge to jump them to...
But, honestly, the Travel Map is back-burnered to the Dynamic Region functions, at the Mo.
Regional transitions work a treat (but multi-player tweaks are not in). You can walk anywhere in the 25 node Proof of Concept (built with 5 areas) with Seamless Transitions (Cross over in a northern corner and you transition to the southern corner matching it). So I'm letting that stew for now, while I get the vegetation and animals working and persistent.
I'm also planning to include two tutorials:
- Increasing the region size from 5x5 (25 nodes) to 13x13 (169 nodes) with a simple 2DA upgrade. This would reset the module Db (Start from scratch).
- Replacing a template node with a hand-crafted, unique area with another simple 2DA update. This lets you upgrade a running module with a quick server reset (Db still applies, PC saved state still works. Only the area has been changed to persecute the innocent).
The idea being to lay out a ginormous region filled with blah templated areas. Then one by one, go in and customize the "destination" nodes, the points of interest. The geography stays the same, but the region becomes more and more detailed as time and effort allow.
<...and raising a toast>