View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005394 | Valley 1 | Gameplay Idea | Jan 3, 2012 1:01 pm | Jan 3, 2012 2:02 pm | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.555 | ||||
Summary | 0005394: Connecting buildings | ||||
Description | It seems a little strange that the small ruins/buildings that are in some areas (like the grasslands) lead down to such huge areas. It also leads to the problem that become too large to deal with, especially because the size of the map went against the player's expectations ie. the player expected to enter a small looking house. Maybe these small houses that do have lower levels could connect to other houses in the area? They would have a common basement area, but on top you'd have only a few misleadingly small sheds. This would both reduce the amount of area to explore and make it cooler because -- it's a network of houses. I'm not saying they should all be joined, but random connections could occur between certain houses. By the same token, exploring some skyscrapers could lead to a corridor that connects to another skyscraper -- perhaps even in a different tile (of the same type ie. it should still have that building type)! Applying the idea even further, several cavern openings could access the same underground network of caves, which could once again lead to either different areas or even different tiles. This could allow for things like having certain areas being too hard to access due to very strong mobs. Exploration might yield a way to bypass those tough mobs via caverns or houses. So you could have a hostage mission, where all you care about is rescuing the NPC -- you don't care if the bad guys are dispatched or not. One way to do it is to take out all the bad guys and rescue the poor guy/gal. Another way is to explore and try to find another pathway to the NPC's location via caves and houses (a pathway which may or may not exist). | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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It's definitely the sort of thing we want to explore, but it's pretty complex to do for technical reasons in a procedural sense. Not impossible, but it may well be out of scope prior to 1.0. We'll have to see, though. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 3, 2012 1:01 pm | Bluddy | New Issue | |
Jan 3, 2012 1:11 pm | Chris_McElligottPark | Note Added: 0017963 | |
Jan 3, 2012 2:02 pm | tigersfan | Internal Weight | => Feature Suggestion |
Jan 3, 2012 2:02 pm | tigersfan | Status | new => considering |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |