View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005516 | Valley 1 | Suggestion - Balancing Issues | Jan 29, 2012 1:52 am | Jan 30, 2012 8:39 am | |
Reporter | Bluddy | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 0.564 | ||||
Summary | 0005516: Are multiple overland chunks needed? | ||||
Description | I should precede by saying I think the gameplay in 0.564 is quite solid and I like it a whole lot. What I started noticing though is that there seemed to be little reason for having several overland chunks. It doesn't make much sense: each cave chunk represents a room, as does each building chunk. But you walk past enough land, and suddenly you're in a different chunk for no reason. It also feels like a weak point. It feels like each tile should be represented by a single overland chunk with the exception of perhaps tiles with bosses, which would be in a second chunk. The only thematic reason that feels right for a second overland chunk is if there's a cinematic reason for a separation like the aforementioned boss or a special area. Granted, the overland chunks could be really big -- I just don't see the need for having several of them in most cases. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Well, as bosses get spawned with missions and whatnot appearing, you'd need to be adding chunks to areas you've already visited before? and then deleting/hiding them again once the boss is dead? That would feel a little odd.. Edit: It used to be that with the monster spawners each chunk could have a different group of monsters, eagles + blue amoeba in one, bats + blue amoeba in the next etc... but I don't think that applies with the migration changes anymore |
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Having a single overland chunk that is the same size as the smaller overland chunks combined would mean many undesirable things, and is definitely out of scope. Among them: -Warping wouldn't be possible to areas of interest in the surface if it was all one chunk -the minimap would be illegibly small, slash actually complete nonfunctional. -the chunk gen time would be absolutely massive, thanks to no ability to lazy load -things like settlements or other safe pockets in the surface would no longer work. -ditto with bosses Essentially it would break all the world-gen assumptions the game has, and I honestly can't ever see doing that. Chunks can only ever be 256x256 in size at most, and most chunks are a lot smaller than that. And chunks don't have literally contiguous ground, so even trying to do something where the transitions are removed would never be possible. |
Date Modified | Username | Field | Change |
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Jan 29, 2012 1:52 am | Bluddy | New Issue | |
Jan 29, 2012 4:14 am | Armanant | Note Added: 0018350 | |
Jan 29, 2012 4:16 am | Armanant | Note Edited: 0018350 | |
Jan 30, 2012 8:39 am | Chris_McElligottPark | Internal Weight | => New |
Jan 30, 2012 8:39 am | Chris_McElligottPark | Note Added: 0018369 | |
Jan 30, 2012 8:39 am | Chris_McElligottPark | Status | new => closed |
Jan 30, 2012 8:39 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 30, 2012 8:39 am | Chris_McElligottPark | Resolution | open => no change required |