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Halls Map System

Posted: Mon Jan 13, 2014 10:42 pm
by hallsofvallhalla
So instead of building a game I decided to build some modules. The first major one I am building is a Map system. This map system will be a grid based point and click movement like Forsaken Sanctum 1.0 and Caveral Crawl was. version 0.1 will allow you to build maps with each having up to 40,000 locations per map. You can adjust how big you want the map for smaller areas. Each area will have options like harvesting, lumbering, ect.. but they may be separate modules.

I am currently building the admin section. Hope to have this up this week for testing. Figured I would post for those that have suggestions or requests.

You will be able to put a percent of each kind of landscape for your land and it will build the map based on those numbers. So if you want 50% grass and 50% trees it will build half the map with grass plains and half with lumber. More types will come later. It will basically be procedurally generated terrain.
Image

Re: Halls Map System

Posted: Tue Jan 14, 2014 4:50 am
by KyleMassacre
This can be very interesting and I'm kind of excited to see it

Re: Halls Map System

Posted: Tue Jan 14, 2014 11:10 pm
by hallsofvallhalla
So I finished the map builder other than tweaks. It procedurally generates the terrain to the settings you provide. Will build a map editor later. Players can travel the map by clicking on the grid. Below is a 9 grid system . I took out boundries so harder to see but it is like
123
456
789
and where you click is where you move. Still got some more work so will update when I am further along.

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Re: Halls Map System

Posted: Wed Jan 15, 2014 3:59 am
by KyleMassacre
I think this would be great as like a scavenging system like the default one where you can find items, NPC combat, PVP combat, etc. the possibilities are endless

Re: Halls Map System

Posted: Wed Jan 15, 2014 5:10 pm
by hallsofvallhalla
agreed. I am building it with each location having stats. A player can lumber, scavenge, hunt, harvest, ect.. but the more players do it on that location the worse it gets but gets better over time. Like trees and plants growing. Shown below is how it is broken up with a section with trees and a section for water. If players keep lumbering the trees will turn to grass and be sucky to attempt to lumber on

Image


When you tie in a 200x200 map that is a TON (40,000 to be exact) of locations for players to walk around and search. We can also place the towns in these locations.

Re: Halls Map System

Posted: Wed Jan 15, 2014 5:23 pm
by OldRod
This is awesome! :)

Re: Halls Map System

Posted: Wed Jan 15, 2014 5:41 pm
by hallsofvallhalla
I have a busy day today so might not get a ton done on it but I do expect version 0.1 to be released by this weekend.

Re: Halls Map System

Posted: Wed Jan 15, 2014 5:43 pm
by a_bertrand
That seems indeed a great concept! I love it!

Re: Halls Map System

Posted: Sat Jan 18, 2014 5:51 pm
by hallsofvallhalla
As soon as I get the module exported version 0.1 will be online ready for testing. It will only be for play testing and as long it works well I will get the location stats working then deploy the modules for others.

I am also going to create tutorials on how I made it and this will be a free module of course

Current features include a Map builder and a system that allows as many locations in one zone as you want but I would stick to under 100k, more like 40k which is 200x200. Players can click to walk around the map and explore.

Future features are lumbing, harvesting, hunting, ect.. Player build towns on locations, player owned locations, and much more. Currently it is a 3x3 viewable grid but that will increased.

Re: Halls Map System

Posted: Sat Jan 18, 2014 7:56 pm
by hallsofvallhalla
it's up! Just go to travel to see it and click on the map in the direction you want to go. Remember this is early testing phase.

http://armageddonearth.com