View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004133 | Valley 1 | Gameplay Issue | Sep 27, 2011 9:01 pm | Jan 26, 2012 3:15 pm | |
Reporter | GrimerX | Assigned To | |||
Status | closed | Resolution | duplicate | ||
Product Version | 0.501 | ||||
Summary | 0004133: Building dungeon map trees always branch up, even when going down | ||||
Description | Into the sheds (I think), where the content is down in the basement. The map is then a bit diorienting. | ||||
Tags | No tags attached. | ||||
Internal Weight | Discussion Only | ||||
duplicate of | 0004083 | closed | Chris_McElligottPark | Map Alignement "Wrong" |
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I agree, this make it hard sometimes to discover which stair leads to where (when both are in the same floor). |
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but on the plus side, it makes it easier to see where is 'outwards' |
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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? |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Given that the upstairs\downstairs distinction has no actual impact it seems sort of unnecessary to change it. |
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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. |
Date Modified | Username | Field | Change |
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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 |