Continuous world: Difference between revisions
Jump to navigation
Jump to search
Content deleted Content added
imported>Hendrik Brummermann literature |
imported>Kymara No edit summary |
||
| (39 intermediate revisions by 2 users not shown) | |||
| Line 6: | Line 6: | ||
* <del>Players should not notice the tile grid</del> (that is another topic) |
* <del>Players should not notice the tile grid</del> (that is another topic) |
||
* Players should not notice zone |
* Players should not notice zone borders |
||
* Players should not get update message about a complete zone anymore |
* Players should not get update message about a complete zone anymore |
||
| Line 18: | Line 18: | ||
* Marauroa needs a perception mechanism that is not purely based on zones. |
* Marauroa needs a perception mechanism that is not purely based on zones. |
||
== Other notes == |
|||
| ⚫ | |||
* See also [[Refactoring Delta^2]] |
|||
| ⚫ | |||
* [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 == |
== Literature == |
||
=== Relevant === |
|||
* [http://scottbilas.com/files/2003/gdc_san_jose/continuous_world_paper.pdf The Continuous World of Dungeon Siege] |
* [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: Continuous World in a 2D game] |
* [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 === |
|||
* [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'?] |
|||
Latest revision as of 09:56, 22 April 2011
This article describes a future concept. It may still have some open issues and it was not decided, yet, whether to implement it in this way.
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
Players should not notice the tile grid(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
- Zone change invisible to player
- Creatures must be able to cross zones
- Creatures must not be dragged to newbie zones
- 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?
- 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
Literature
Relevant
- The Continuous World of Dungeon Siege
- gamedev-forum: Continuous World in a 2D game
- Game Development: XNA: Stream loading a HUGE 2D world map