Exploration Incentive Suggestion

Forum for suggesting changes to Salem.

Exploration Incentive Suggestion

Postby agentlemanloser » Tue Oct 14, 2014 9:49 pm

Goal: This idea is intended to give a genuine motivation for exploration for exploration’s sake in subsequent iterations of Salem. This proposal depends largely upon a smarter approach to map generation and a kind of meta/mini-game specific to each iteration of the world, including each expedition.

Additional Skills and Items: This idea will work in tandem with a new skill and item: cartography and the compass and sextant. Once acquired, the skill will allow the player to construct a compass and sextant, which, when in use, will operate similarly to the divining rod, except it will point not north (which can be done by rotating the map) but rather to Providence. In addition, it will open a small window providing a latitude/longitude measurement. The accuracy of this measurement will be dependent upon the cartography skill level – a person with the bare minimum might be fifty to a hundred map tiles off; a person in the logical upper extreme might be dead-on every time.

In addition to assisting in the Exploration mini-game I describe below, a cartography system of this kind would assist in nearly every aspect of the game, from tracking and triangulation to travel.

Exploration: This mini-game assumes a slightly different approach to mapgen in subsequent iterations of Salem. Ideally, the map will feature thousands of distinct regions defined by flora, fauna, and hopefully a bank of random physical features, all procedurally generated.

The “procedural” aspect would be very simple. A database of potential flora, fauna, and features would exist for each biome. When the map is generated, distinct biomes would be created. Each biome, with the exception of whatever a particular part of the map’s background biome would be, would draw randomly from the database, acquiring a unique personality.

For example, let’s say that the majority of the SE part of the map is designated as desert by the mapgen, making badlands the default or background biome. A random grassland stretching twenty or so tiles is generated within the dominant badland biome which itself covers thousands and thousands of tiles. The program then picks randomly from the database to populate the smaller region. Certain standards would appear – grass, certain herbs, etc. – common to all grasslands. Beyond that, the program will pepper in random trees, including rare trees I trust will be added in the future, random forageables, etc. Wildflowers should be created in great numbers and, while all will have similar uses, regions will only sport a few kinds. Animal spawns should be random, and should draw from a very large collection of reskinned creatures: jackrabbits, bunny rabbits, cottontails, hares, etc. The features could include easily programmed things such as springs (a simple raised rock patch and a pool), briar patches (a lot of thorn bushes together and rabbit spawn points), ditches, etc. Moreover, features could include any number of truly unique things, such as the unique tree on Providence’s little island.

When a player discovers a new region, he or she will perform a series of tasks. The player will need to “map” the region, a task consisting of simply using the cartography skill to roughly define the map coordinates of the edges of the region (likely just the extreme cardinal direction tiles of the region would suffice). The player will also need to “describe” the flora, fauna, and distinct geological and geographical features of the region, as would any early American naturalist. Once done, this player would be given the right to name the region, or at the very least have it named after him/her. This mini-game could be done either through the forum or through an in-game interface, such as an explorer’s bulletin board in Providence.

Moreover, there could also be any number of exploration-themed mini-games, limited or ongoing, occurring at all times. Just as an example, I notice that you have a new terrain type spreading under the alleged witch in Providence, a terrain I assume is some kind of “blight.” I would find it interesting if that blighted terrain could appear randomly in the world and would slowly spread once spawned. Explorers could get money/items for locating and reporting the existence of blight, just as another profession could get money/items for cleansing it (likely the future priest profession).

My thinking here is that the game will ultimately need to foster numerous play styles. I see that you are doing this already, but most of your energy has gone to expand styles of play that are more stationary than others. The two suggestions here are intended to address the lack of mobile play styles currently available.
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Re: Exploration Incentive Suggestion

Postby MarpTarpton » Tue Oct 14, 2014 9:57 pm

Image
Procne wrote: Devs have again proven that they dont give a crap about untalented and lazy players.
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Re: Exploration Incentive Suggestion

Postby trungdle » Wed Oct 15, 2014 1:15 am

Your smart wording amazes me and your ideas are fun and clever. I like it, well done.
A very good thread.
10/10 will read again.
You thought I quit.
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Re: Exploration Incentive Suggestion

Postby Gromar » Wed Oct 15, 2014 7:23 pm

Wow, this would give my days of walking and exploration actually some purpose / nice edge - despite of filling my mapping program and the fact that I gather charms.

Thanks for the idea.
I will have to give it a second read to come up with extensions and further suggestions :)
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Re: Exploration Incentive Suggestion

Postby Pildream » Wed Oct 15, 2014 8:11 pm

awesome ideas :!:

uniqueness will definitely give a huge motivation to mobile play styles ( I loved the different animals textures, this could also provide for more diversity in clothing )

Now, cartography is a dream since my first tries of mapping areas, I would very much welcome an in-game tool to at least make maps, though like u said it could have a lot more .

10/10 :mrgreen:
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