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IDProjectCategoryLast Update
0004133Valley 1Gameplay IssueJan 26, 2012 3:15 pm
ReporterGrimerX Assigned To 
Severityminor 
Status closedResolutionduplicate 
Product Version0.501 
Summary0004133: Building dungeon map trees always branch up, even when going down
DescriptionInto the sheds (I think), where the content is down in the basement. The map is then a bit diorienting.
TagsNo tags attached.
Internal WeightDiscussion Only

Relationships

duplicate of 0004083 closedChris_McElligottPark Map Alignement "Wrong" 

Activities

GabrielKronos

Sep 27, 2011 10:52 pm

reporter   ~0014122

I agree, this make it hard sometimes to discover which stair leads to where (when both are in the same floor).

arcee

Sep 28, 2011 1:24 am

reporter   ~0014181

but on the plus side, it makes it easier to see where is 'outwards'

tigersfan

Sep 28, 2011 6:23 am

reporter   ~0014205

I dunno, for me, I think this is fine, otherwise in a building that had floors going in both directions, the dungeon map would take up a lot more space on the screen. Thoughts?

Toll

Sep 28, 2011 6:38 am

reporter   ~0014208

Personally, I prefer it the way it is. I think having it go both ways would clutter things up. Also, how would non-staircase exits be displayed? Side-by-side, above or below the room?

I see the current "map" not as an actual map, but rather just a way to keep track of exits and exploration. In terms of exploration, it doesn't matter if you go up the stairs or down them; you still go deeper into the building/caves/what-have-you.

GabrielKronos

Sep 28, 2011 6:38 am

reporter   ~0014209

I just had a glimpse, when someone suggested the explored underground areas to have a different color on the dungeon map. It could be made so that stairways leading to different Y-directions (relative to the floor 0) could be differently color-coded, like it's already done for evil outposts when they're locked.

Another suggestion was to make an arrow symbol in the dungeon map to make it easy to see which stairs lead to where.

OpalMonkey

Sep 28, 2011 6:43 am

reporter   ~0014213

Last edited: Sep 28, 2011 6:44 am

The first time I ran into this it took a few seconds to sink in, but since then I've had no problem finding my way around buildings like this.

I also agree that the dungeon map could take up a lot of space if the layout was accurately reflected.

jerith

Sep 28, 2011 6:45 am

reporter   ~0014214

I see the dungeon map as denoting "in" and "out" -- how far you are from the outside world -- rather than "up" and "down". I think trying to add height information to it would clutter it to no real effect, given that you can go through three rooms that aren't stairs and end up deeper "in" than if you had taken two sets of stairs.

keith.lamothe

Sep 28, 2011 10:20 am

administrator   ~0014276

The original design of the dungeon map was that interiors-inside-a-dungeon would be drawn halfway up from the "parent node" dungeon on the region map, but I'm not sure that ever made it in.

GrimerX

Sep 28, 2011 12:05 pm

reporter   ~0014323

The thing that trained me to think about up/down was that buildings have the root node at the bottom and go "up" -- and buildings similarly go up (mostly :-)

Caverns have the root node at the top and go "down", which also makes sense.

I don't think moving the root/entry node to the middle takes up more space -- you have the same amount of branching; the same number of levels. I can see where this could be a non-trivial change, though.

Not high priority for me, just an area that is more complex than necessary, I think.

Toll

Sep 28, 2011 12:18 pm

reporter   ~0014326

It could potentially take up twice as much room, actually. If you've got one branch with an up-staircase and one with a down-staircase, they currently are displayed side-by-side. With this proposed change, they'd be displayed opposite of eachother, making them take up much more space, height-wise.

wigglestick

Sep 28, 2011 12:36 pm

reporter   ~0014334

I really like the current dungeon map. I won't claim it didn't take a little getting used to, but once I realized it was a hierarchical representation of branching rooms, I began to really like it and use it as an aide to depth-first exploration. I'd kind of hate to see it change.

Toll

Sep 30, 2011 7:19 am

reporter   ~0014855

Likewise; I much prefer it the way it is now compared to it branching out two different directions. Would be harder to keep track of that way.

Terraziel

Sep 30, 2011 8:06 am

reporter   ~0014866

Given that the upstairs\downstairs distinction has no actual impact it seems sort of unnecessary to change it.

jerith

Sep 30, 2011 8:32 am

reporter   ~0014870

This would also get complicated in buildings that have stairs going "inwards" in multiple directions from the same room. (Are there any of these? I don't recall specifically, but it isn't something I've looked for.) I can point to several buildings I know in the real world that have this kind of complicated layout where you need to go up two flights of stairs and the down three somewhere else to get to where you want to be, so there's certainly a precedent for it even in buildings that haven't been hit by a cataclysm.

Issue History

Date Modified Username Field Change
Sep 27, 2011 9:01 pm GrimerX New Issue
Sep 27, 2011 10:52 pm GabrielKronos Note Added: 0014122
Sep 28, 2011 1:24 am arcee Note Added: 0014181
Sep 28, 2011 6:23 am tigersfan Internal Weight => Discussion Only
Sep 28, 2011 6:23 am tigersfan Note Added: 0014205
Sep 28, 2011 6:23 am tigersfan Status new => feedback
Sep 28, 2011 6:38 am Toll Note Added: 0014208
Sep 28, 2011 6:38 am GabrielKronos Note Added: 0014209
Sep 28, 2011 6:43 am OpalMonkey Note Added: 0014213
Sep 28, 2011 6:44 am OpalMonkey Note Edited: 0014213
Sep 28, 2011 6:45 am jerith Note Added: 0014214
Sep 28, 2011 10:20 am keith.lamothe Note Added: 0014276
Sep 28, 2011 12:05 pm GrimerX Note Added: 0014323
Sep 28, 2011 12:05 pm GrimerX Status feedback => new
Sep 28, 2011 12:18 pm Toll Note Added: 0014326
Sep 28, 2011 12:36 pm wigglestick Note Added: 0014334
Sep 30, 2011 7:14 am leb0fh Relationship added duplicate of 0004083
Sep 30, 2011 7:19 am Toll Note Added: 0014855
Sep 30, 2011 7:45 am tigersfan Status new => feedback
Sep 30, 2011 8:06 am Terraziel Note Added: 0014866
Sep 30, 2011 8:32 am jerith Note Added: 0014870
Jan 26, 2012 3:15 pm tigersfan Status feedback => closed
Jan 26, 2012 3:15 pm tigersfan Resolution open => duplicate
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue