Continuous world: Difference between revisions

Jump to navigation Jump to search
Content deleted Content added
imported>Hendrik Brummermann
Created page with '{{Future Concept}} Currently the world is divided into zones. Crossing from one zone into another is visible to the player as walking towards a border and then being moved over.…'
imported>Kymara
No edit summary
 
(51 intermediate revisions by 2 users not shown)
Line 3: Line 3:
Currently the world is divided into zones. Crossing from one zone into another is visible to the player as walking towards a border and then being moved over. In a continuous world players and creatures would not notice these zone borders at all.
Currently the world is divided into zones. Crossing from one zone into another is visible to the player as walking towards a border and then being moved over. In a continuous world players and creatures would not notice these zone borders at all.


== Features ==

* <del>Players should not notice the tile grid</del> (that is another topic)
* Players should not notice zone borders
* Players should not get update message about a complete zone anymore


== Notes from the Arianne project meeting 2010 ==
== Notes from the Arianne project meeting 2010 ==
* Zone change invisible to player
* Zone change invisible to player
* Creatures must be able to cross zones
* Creatures must be able to cross zones
* Creatures must not be dragged to newbie zones
* Creatures must not be dragged to newbie zones
* Zones keeping creatures out need a natural barrier, or use protection
* Zones keeping creatures out need a natural barrier, or use protection
* Creatures walking back after invisible boarder are easy victims to archers
* Client refactored first?
* Client refactored first?
* Marauroa requirements unclear
* Marauroa needs a perception mechanism that is not purely based on zones.

== Other notes ==

* See also [[Refactoring Delta^2]]
{{TODO|Collect notes from older irc meetings - some of these are just fleeting mentions

* [http://stendhalgame.org/chat/2010-06-10.html #arianne.06-10.log:21:31]
* [http://stendhalgame.org/chat/2010-08-03.html #arianne.08-03.log:20:47]
* [http://stendhalgame.org/chat/2010-11-25.html #arianne.11-25.log:10:33]
* [http://stendhalgame.org/chat/2010-11-28.html #arianne.11-28.log:19:55]
* [http://stendhalgame.org/chat/2011-01-04.html #arianne.01-04.log:23:31]
}}

== Literature ==

=== Relevant ===

* [http://scottbilas.com/files/2003/gdc_san_jose/continuous_world_paper.pdf The Continuous World of Dungeon Siege]
* [http://www.gamedev.net/community/forums/topic.asp?topic_id=432423 gamedev-forum: Continuous World in a 2D game]
* [http://gamedev.stackexchange.com/q/610/450 Game Development: XNA: Stream loading a HUGE 2D world map]


=== Might be relevant ===
{{TODO|Collect notes from older irc meetings}}
* [http://gamedev.stackexchange.com/q/5173/450 Game Development: Best Way to Create A Map for a 2D Game?]
* [http://gamedev.stackexchange.com/q/3776/450 Game Development: Level Implementation]
* [http://gamedev.stackexchange.com/q/1783/450 Game Development: Game State 'Stack'?]