Map plans

My current plan for the map is that certain tiles will have different functions/meanings. Figured I'd go over them to give an idea as to the game's direction.


1. Blank tile
2. Tile modifier
3. Area "patch"
4. Map Object

Energy

In general, much of the game will revolve around "energy", which will be restored by eating and sleeping, among other things. Energy will also be needed to do certain tasks, and fight.

Moving

When traversing the map, moving across a blank space will consume energy. This means that you cannot explore forever without the resources to do so.

Some tiles will have modifiers. For example, tile "2" would reduce the energy cost to travel across it.
Other types like rivers or other hazards would make it impossible to traverse across them through normal means.

Areas/Patches

Blank spaces do not have an in-game area associated with them.
Areas take the form of "patches". An area can be entered from any point on the patch. Entering a patch will take you to the platformer view. Any enemies also currently on the patch will appear in the patch's area.

The biom of an area will be dictated by the patch's ground and surrounding tiles. The size of the area will be determined by the size of the patch. Patches can be expanded or reduced in size through various means.

Some patches may also affect the surrounding tile. For example a blank tile may become a path if it is close enough to another area. Evil areas may poison or corrupt tiles around them making them more perilous.

Walking on a patch does not cost energy, as it is all considered one "tile"

New patches can appear in blank spaces, or be destroyed.

Map objects

Objects on a patch such as trees indicate that a resource is present in the patch's area. For example, if a patch contains trees, there will be trees available to cut down in the platformer view. If every tree were to be cut down, the trees would disappear from the patch.

Elements such as the house may change how the patch is treated by the player/enemies or add further modifiers. For example certain buildings could only be added to an area in a "home" patch. Likewise, a "monster lair" might become a "monster village" if enough enemies are in the patch, etc.

Map actions

Some actions are only performed on the map. For example, on a blank space the player could create a temporary camp that allows them to restore energy. The action would create a temporary area in the tile, which is gone after the action is completed. Certain events and encounters will also take place in blank spaces in this way.

It will also be possible to change or build things on the map. For example, resources could be spent to build bridges across a river, or build a road to reduce energy cost.



These plans may change as I go, but this is the basic premise I'll be operating on as I add stuff.





6 comments:

  1. Really cool ideas, getting more and more interesting each update!

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  2. This sounds great! i'm eager to see further info about the game

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  3. I like the sound of it so far. So would I be right in assuming that going off in this direction, you'd be able to see enemies travelling on these blank spaces to get from one area to another?
    Perhaps encoutering them on the map takes you to a template "arena" of sorts in the form a single screen platform level where you could either fight them to stop them from travelling or escape and let them get on with their lives.

    Of course I'm spit-balling, but I'm just trying to remember back at what you said to do with things happening whether you interact with them or not.
    So in theory, an Area "patch" which represents a small human village let's say, could possibly turn into "ruin" patch if it's destroyed by monsters or a monster village patch if the monsters are capable of hijacking the village instead.

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    Replies
    1. It depends how practical it ends up being. If it's too much to calculate, then it will only occur when the player rests.

      A patch can change, but it's more about the map objects on it. A village could change into a monster village, but the patch is just the area it's in and how big it is. Though in some situations something happening in a patch can destroy the patch. (One thing I considered was that if you literally empty a patch, it dissappears, but I dont know yet.)

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  4. diegoirhiide@gmail.com

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  5. Eu queru a baixa
    Eu tnu di19anos me nome e Diego

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