0.1.0 Release Maps and Scripting

A discussion area for general design issues that staff would like detailed feedback on.

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Re: 0.1.0 Release Maps and Scripting

Postby Roots » Sat Feb 18, 2017 11:18 pm

One thing I've been struggling with a bit recently is finishing the map design of the capital, particularly the castle. There's a lot of different rooms and floors in it, and I was rather overwhelmed by that work. Especially considering that we're missing a lot of tile artwork that we'd need to really give it an appealing aesthetic. I was mulling over this, and about the fact that Harrvah is HUGE for an opening town in a game. And that's when I got the following idea.

We'll just restrict access to a lot of the different areas in the castle and the town. Guards can be posted by the tower staircases to say "royal access only", or whatever. Homes can be simply locked or obstructed by debris. This will make the capital feel smaller, even though it's not. It also eases the burden on us to do the map design and scripting. So for now, I'm just going to focus on one area of the castle (the knight's barracks) and that should be enough for this development release. The other areas I'll just block off. Maybe as the official release gets closer we can open up another area or two if we have time/resources to do so, but I don't think it's strictly necessary either.
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Re: 0.1.0 Release Maps and Scripting

Postby Lordakius » Sun Feb 19, 2017 10:20 am

That's a nice idea. Though, it shouldn't feel like a linear map, at least in the official release. I think it's a big plus if the player can walk inside the town/castle and maybe can experience the stories/problems of other people in the city. That would make the whole thing very lively, but of course, as you said, it's a bunch of work to do.

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