Game Development Community

Navigation in RW

by Eli McClanahan · in General Discussion · 12/19/2002 (9:15 am) · 5 replies

This has been discussed, but no solution reached. As you may have found out for yourself, getting around a map without navigational markers or a global-view map is a pain. You can't climb up to the top of a tower all the time because 1) it still may not offer the best vantage point and 2) we don't want to limit mappers by making them use the same structures all the time.

So, how are the players going to get around?

An option I was thinking of:

Team Mapping A recon version of the global map, each player has a paper map that starts out blank. When a member of your team passes over the terrain, it's assumed that it's reported back to everyone else. Locations of enemies and wild animals are recorded, and the terrain is mapped. The terrain will always stay the same (unless there'll be a way to create craters and such in Torque), so the only thing that needs to be checked out are the locations of monsters amd enemies. With this setup, having people in watchtowers can extend their range of sight, and will actually serve a purpose in the game.

#1
12/19/2002 (10:43 am)
Are you speak of a map overview similart to what DS (Dungeon Siege) uses? basicly everything is black outside of like a 2 meter circle around the player.
As he moves through the world the area he is traveling is revealed.

-Ron
#2
12/19/2002 (10:47 am)
Basically. It's sort of a "radar" of natural sight. Enemies won't show up unless they're within about 100 meters of your teammates, but the terrain will always stay the same. A stealth character like an Elf or a Human Thief may require there be a shorter distance between that player and your teammates for him to show up on the map. Being near objects like rocks or trees would also lower your detectability.
#3
12/19/2002 (12:33 pm)
My first thought is that everyone has a magical signal flare or something that they can toss onto the ground or other objects. The flare would last for X seconds (during which time you couldnt toss more flares) and could emit a smoke signal with a color based on what you want to tell people in the game.

Logan
#4
12/19/2002 (1:06 pm)
That seems like it would be more of a chore than anything else. It would require an effort to act as a team, and practically nobody wants that.
#5
12/19/2002 (3:28 pm)
The plan right now is to include a sort of minimap. Beffy has actually been working on it and I have it running on my computer.

The plan is that it will show the terrain itself, the position of structures and the positions of objectives. It will show flags in CTF for example, but ONLY when they are on the ground, not being carried by someone. (I didn't like in Tribes 2 that you could just follow the marker to try to catch someone with a flag)

The problem with having a map the draws based on the sight of you and/or your comrades is that it gives even more of an advantage to those who know the maps well.

Ideally the maps we make will be distinctive enough so that they can be learned easily and people will be able to recognize locations and such. On top of that we will mark the minimap with base locations so as a last resort you can always just walk towards your base.

A lot of it has to do just with map design and making sure different parts of the map don't all look the same.