make mapping part of the game.

Forum for suggesting changes to Salem.

make mapping part of the game.

Postby GioPoly » Sun Jul 06, 2014 8:48 pm

Maybe after acquiring a specific skill, idk.

Like the mechanic ender's client is using, there could be a button showing each character's map, witch will be developing according to tile revealing when exploring around.

This way each character could keep a track of all the places he/she has been to and will also have a better feeling of exploration.

Now if someone goes to a tile you have already explored and pave it for example, this will not be automatically update your map until you pass by there again, thus you will "remember" tiles like they were when u were there.

I know this could require lots of data for each toon, but it could be stored locally in each players game folder, also giving the option to delete ones map.
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Re: make mapping part of the game.

Postby Frakked » Sun Jul 06, 2014 9:33 pm

If you use some version of Ender's... such map 'data' is already stored.

Sounds like you are too lazy to put it together.

https://code.google.com/p/salem-map-tool/wiki/Howto

I would like to see someone post a method for making maps bigger than say...3-5GB... eventually.
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Re: make mapping part of the game.

Postby GioPoly » Sun Jul 06, 2014 9:40 pm

Frakked wrote:If you use some version of Ender's... such map 'data' is already stored.

Sounds like you are too lazy to put it together.

https://code.google.com/p/salem-map-tool/wiki/Howto

I would like to see someone post a method for making maps bigger than say...3-5GB... eventually.


I use photoshop and screenshots to put the pieces together, I have good results and can map infinitely, in theory.

What I suggest is making it part of the game, since it is already in a client ( as I wrote before ) it won't be too hard I guess.
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Re: make mapping part of the game.

Postby Orcling » Mon Jul 07, 2014 1:35 am

GioPoly wrote:
Frakked wrote:If you use some version of Ender's... such map 'data' is already stored.

Sounds like you are too lazy to put it together.

https://code.google.com/p/salem-map-tool/wiki/Howto

I would like to see someone post a method for making maps bigger than say...3-5GB... eventually.


I use photoshop and screenshots to put the pieces together, I have good results and can map infinitely, in theory.

What I suggest is making it part of the game, since it is already in a client ( as I wrote before ) it won't be too hard I guess.

Theres a program that actually pieces all the parts together for you, automatically.
I forgot what it was named, and its ****.
But it exists.
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Re: make mapping part of the game.

Postby darnokpl » Mon Jul 07, 2014 7:50 am

If mapping would be part of game character should have piece of paper in inventory and should draw a map on it.
If you would KO that character you should be able to steal his map, that should make mapping dangerous for people, because you can steal information from what location mapper came :)

As for implementation server does have entire map stored in some way, why would we need it to store part of that map on clients?
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Re: make mapping part of the game.

Postby Kandarim » Mon Jul 07, 2014 10:38 am

because the server can't be assed sending you the entire map because you asked for it...

Hmm. I might need to test whether it doesn't actually do that if I ask for it :)
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Re: make mapping part of the game.

Postby nonsonogiucas » Mon Jul 07, 2014 12:22 pm

+1 to creating in-game map objects if:

You can then add markers and comments on the map
You can copy the map on another piece of paper (maybe with errors for low proficiencies)
You can then sell the map to other players...

and maybe also... if you find yourself on relatively high ground the ability to map (even if approximately) the surroundings without having to actually walk there.
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Re: make mapping part of the game.

Postby Feone » Mon Jul 07, 2014 12:31 pm

I feel the ability to map should not be ingame. I like the way Salem involves things both inside & outside the game itself, the forums are a good example. I've always found it fun to work on my own map with tiles I gathered or traded for and then watch it render in my browser.

Perhaps an official mapping tool supported with the default client would be better, that way mapping would be a lot less annoying. The tools that have been made so far are really nice, imo, but they lack that bit of default support.
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Re: make mapping part of the game.

Postby nonsonogiucas » Mon Jul 07, 2014 12:41 pm

I'm with you if you are saying that mapping should not be "automatic" but rather involve more commitment from the player himself... However, if you think about it, once you have your third party map merger, what is the real difference between in and out of the game?

I guess this is one of those things that appeal to role players like me. Seeing the actual in-game map object and knowing that you could lose it if you died just has its own unique value to me. :)
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Re: make mapping part of the game.

Postby darnokpl » Tue Jul 08, 2014 8:40 am

Kandarim wrote:because the server can't be assed sending you the entire map because you asked for it...

Hmm. I might need to test whether it doesn't actually do that if I ask for it :)


Depends I imagine this mechanic as somekind of skill and depends on skill level you have limited requests for map pieces, if you go above your limit your skill points from pool are burned for every new part of map you want to draw :)

And without that mapping skill you should have to stop for few seconds and wait for map request and that should also burn your skill points.

Making mapping skills in this way would break ender-client mapping tool ;)
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