YanBG
Member
I really want to make this huge sandbox rpg. The players' coordinates(x,y) should be visible on the world map. That would make navigation and using some other tools(mini-games) for orientation interesting.
Not sure how it is in Minecraft, because i haven't played it but here is my opinion.
1) No room transitions, tbh coding it seems clunky.
2) Separate areas are possible, a world map where the player as a chess piece moves around and time passes. Each cell is a location that can be entered. This should still be a pretty big map with mp_grid but drawing the background(painted pieces of the world) might be light on the performance.
3) I prefer open world but don't want to generate it on startup. Even 1024x1024 is noticeable loading time. I got suggestions to do it during menu time etc but it's not ideal.
I'm thinking about generating chunks but i also want to have them form connected and seamless world(in case of procedural maps).
Main design i need ideas is about populating the world with towns. It could be a system confined to the chunk areas(to avoid houses cut in two) and them at random range of 5-10 chunks another town and another etc.
Forests will 3-5 neighbouring chunks.
Major issue is testing and adding content. Older RPGs made separate Acts/Chapters so they can isolate parts of the game to test faster.
Thoughts?
Not sure how it is in Minecraft, because i haven't played it but here is my opinion.
1) No room transitions, tbh coding it seems clunky.
2) Separate areas are possible, a world map where the player as a chess piece moves around and time passes. Each cell is a location that can be entered. This should still be a pretty big map with mp_grid but drawing the background(painted pieces of the world) might be light on the performance.
3) I prefer open world but don't want to generate it on startup. Even 1024x1024 is noticeable loading time. I got suggestions to do it during menu time etc but it's not ideal.
I'm thinking about generating chunks but i also want to have them form connected and seamless world(in case of procedural maps).
Main design i need ideas is about populating the world with towns. It could be a system confined to the chunk areas(to avoid houses cut in two) and them at random range of 5-10 chunks another town and another etc.
Forests will 3-5 neighbouring chunks.
Major issue is testing and adding content. Older RPGs made separate Acts/Chapters so they can isolate parts of the game to test faster.
Thoughts?