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Author Topic: Does CS map format suits the needs of OSRPG map? Have a look, please.  (Read 1847 times)
kornerr
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« on: April 11, 2006, 04:41:43 pm »

Global map is created with a very low detalization intended to be shown from a bird-flight altitude. Programmers in their turn implement a dynamic detalization (using random) of the global map (dynamic, because in a detalized view it'll occupy just an anormous amount of memory). Then, according to this random map, designers create a set of "patches" which will be applied in order to make map view detalization better.
After leaving a location, player enters that "dynamic" global map, and there appears a globe icon at the screen. Starting from this moment player is able to switch to a bird-flight altitude view at any moment (moving on the map with the help of point&click). When using this mode (bird-mode, let's say=)) time starts to run faster which leads to a faster movement from one place to another. At any moment player can return back to a pedestrian view, but in this case the speed of his movement comes back to normal. Also, player will be returned to pedestrian view when meeting a NPC (like Fallout).
An example of such a movement is an Arcanum game where you're able, if you wish, travel all the planet by feet.
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dfryer
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« Reply #1 on: April 11, 2006, 05:56:16 pm »

I think the local "Patches" (with detail like buildings etc) would be suited to storing in a CS map form.  For the world geometry it sounds like you want to use some sort of procedural generation, and the base information for that will probably be a few large bitmaps.  If you end up designing your own mesh type for that, it could be stored in a map as well, else you could just keep the name(s) of the material(s) you use to drive your mesh generator inside a map file.
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