Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Mapping complex structures  (Read 954 times)

Manzeenan

  • Bay Watcher
  • [SLOWLEARNER]
    • View Profile
Mapping complex structures
« on: January 03, 2015, 05:45:36 am »

Not talking about the world map I'm talking about mapping sewers/dungeons/mountain halls/etc. anything complex that could be forgotten, use a setup similar to sneaking and whatnot, maybe give an implementation for books, this could level Record keeper and/or Observer, Libraries would be cool with mentions of beasts and maps to be added to your current one but The main message is a way to find your way out of a labyrinth that makes complete sense imo. Thoughts and opinions?
Logged

Ngosp Umbabok

  • Bay Watcher
    • View Profile
Re: Mapping complex structures
« Reply #1 on: January 03, 2015, 04:24:46 pm »

I agree that there should be some way to make it easier to find you're way in and out of complex structures. There could potentially be a range of options from the simple like dragging a ball of string with you like Theseus in the labyrinth or actually drawing out the structure in a scroll or notebook. One way it could be done is to have the player hit a specific button to map out a structure in there journal once writing is fleshed out more. You could hit the button once in the beginning of the structure and hit it again periodically to map out the route you took inside. It would probably have to be something you did out of combat though.

Once you have cleared the inside of the structure or found what you were looking for you could check the map you made and retrace you're steps back out. In all actuality this is probably what someone in real life would do if the inside of the structure was complex enough. Having nothing that aids you in navigation does take the fun out of vaults/dungeons/sewers sometimes when you get really far in and then have to spend 20 minutes finding the way out.

There could maybe be some sort of trail projected on the ground sort of like how tracks on the ground are currently presented except if you made a good map then the trail would be showing the way out, essentially a visual representation onscreen of what the players character had in there minds eye from examining the map.
Logged

Witty

  • Bay Watcher
    • View Profile
Re: Mapping complex structures
« Reply #2 on: January 03, 2015, 08:27:05 pm »

Good idea, +1 for sure.
Logged
Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Manzeenan

  • Bay Watcher
  • [SLOWLEARNER]
    • View Profile
Re: Mapping complex structures
« Reply #3 on: January 04, 2015, 03:03:10 am »

Pretty sure that it should cost something though, like a book can only hold so much information etc. I just want something that makes you not forget an area that you've already been to, nothing worse than going into sewer for so long that you forget the location of exit. A pathing mechanism would be cool maybe using the tracker skill and adding a waypoint function that shows little "tracks" or hints with more hints following greater tracker skill.
Logged

endlessblaze

  • Bay Watcher
  • likes dragons for their fiery breath
    • View Profile
Re: Mapping complex structures
« Reply #4 on: January 04, 2015, 06:40:42 pm »

I'm thinking with a book or scroll you press a key to bring up a menu then press another key for an option labeled MAP TO X were X is a book or scroll, at this point as you walk every structure part you see (that's not already mapped) will be mapped.

This will continue until one of three things happen.

1. You stop mapping.

2.you are interrupted by combat

3.the thing you were maping to becomes full.


If you finish maping before the book or other useable object is full you can write other things in it or even another map, if I mapped out a fortress and had some space left I could write in some notes about its history or things in the sounding area.


This sort of thing could be expanded further by writing down recent battles, conversations, people, and events.

In fact IIRC there are going to be other jobs in adventure mode we can take at some point right?
 I can see someone turning this into a good one.
If we can copy our books (this would take time and the needed blank or almost blank books) then we could sell are maps and journals.

Of course logicly NPCs can do this to so we could by maps and journals to, this could prove handy for learning more about the world, our enemy's, and other things.

And it would FINALY give us more books.   
Logged
Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

Manzeenan

  • Bay Watcher
  • [SLOWLEARNER]
    • View Profile
Re: Mapping complex structures
« Reply #5 on: January 05, 2015, 01:13:55 am »

I'm thinking with a book or scroll you press a key to bring up a menu then press another key for an option labeled MAP TO X were X is a book or scroll, at this point as you walk every structure part you see (that's not already mapped) will be mapped.

This will continue until one of three things happen.

1. You stop mapping.

2.you are interrupted by combat

3.the thing you were maping to becomes full.


If you finish maping before the book or other useable object is full you can write other things in it or even another map, if I mapped out a fortress and had some space left I could write in some notes about its history or things in the sounding area.


This sort of thing could be expanded further by writing down recent battles, conversations, people, and events.

In fact IIRC there are going to be other jobs in adventure mode we can take at some point right?
 I can see someone turning this into a good one.
If we can copy our books (this would take time and the needed blank or almost blank books) then we could sell are maps and journals.

Of course logicly NPCs can do this to so we could by maps and journals to, this could prove handy for learning more about the world, our enemy's, and other things.

And it would FINALY give us more books.
My thoughts mostly except that i want to be able to compile maps into a book, books into volumes each compilation requiring more stuff to bind stuff together.
Logged

endlessblaze

  • Bay Watcher
  • likes dragons for their fiery breath
    • View Profile
Re: Mapping complex structures
« Reply #6 on: January 05, 2015, 01:41:26 am »

Yha...different sizes of books of course
Logged
Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Mapping complex structures
« Reply #7 on: January 05, 2015, 01:47:11 am »

What if - and stop me if Im going to fast - you take coins in with you and drop them on the ground?  Breadcrumb :P

  Or water?
  Or thread?
  Or seeds?
 
  Maybe somebody could mod in zero-weight items that were represented by arrow icons?  Even just naming an item 'East arrowhead' would be sufficient.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Manzeenan

  • Bay Watcher
  • [SLOWLEARNER]
    • View Profile
Re: Mapping complex structures
« Reply #8 on: January 05, 2015, 02:30:16 am »

What if - and stop me if Im going to fast - you take coins in with you and drop them on the ground?  Breadcrumb :P

  Or water?
  Or thread?
  Or seeds?
 
  Maybe somebody could mod in zero-weight items that were represented by arrow icons?  Even just naming an item 'East arrowhead' would be sufficient.
not that this isnt a god idea but
1. this is a suggestion thread
2. the intention is to add a way to record one's journey personally i dont get lost unless i forget the entrance area i could just bump my memory attribute at the start but that isnt accomplishing the desire. The desire is not to not get lost but rather to ever forget
Logged