World Interface Query in Design Philosophy
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I'm considering designing an overlay map for travel which is of a significanlty larger scale than the tactical map.
If I do this, there are a few things I'll want to happen -
1. The overlay map will be "black" until someone moves near that location, then it will be revealed. Revealed locations remain revealed.
2. Maps can be made and inter-exchanged so that areas folks haven't explored yet can be revealed.
3. Custom labels can be applied to specific areas of note, so that if someone knows the location of a cave can mark it on their map, or give a name to player-built towers, towns etc.
Has anyone attempted something like this, and if so what sort of design methods do you recommend? Any thoughts?
One possibility I know is to make each location on the map a portal to another server, but for what I want this may be a bit tedious... I'm considering this on a limmited basis as nessisary. Not sure, suggestions?
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The more I consider the idea, the more I like it. Does anyone remember the old Sir-Tech games?
They designed three RPGs based on a table-top system that is popular in Germany. Realms of Arkania (Star Trail was one of them) which had three interfaces - a town view (first-person), tactical view (tile-based) and overland view(well developed map where you click on where you want to go).
These games were (and to this day remain) some of the best developed systems I'd ever played. I must be sub-consiously recreating the games because that's what I'm making...
If you remember the games, then you know what I'm aiming for :).