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Author Topic: Generate new world button from from embark screen.  (Read 571 times)

Quift

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Generate new world button from from embark screen.
« on: February 25, 2008, 10:48:00 am »

Very descriptive title no?

1, create new world (insert pocket world)
2, view world (on present embark screen)
3, accept, embark
4, do not accept, go to 1...

would make it so much easier and faster to find the perfect pocket world to play around with. and should be quite easy to implement no?

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Capntastic

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Re: Generate new world button from from embark screen.
« Reply #1 on: February 25, 2008, 05:54:00 pm »

Or just exit out and make a new pocket world.
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Quift

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Re: Generate new world button from from embark screen.
« Reply #2 on: February 27, 2008, 04:55:00 am »

quote:
Originally posted by Capntastic:
<STRONG>Or just exit out and make a new pocket world.</STRONG>

yeah, buts that a workaround. is there a coding reason why this can not be done? otherwise it would be really handy when creating a lot of pockets, who take a few seconds each to create. ie, comparing to the time to load the program, which is a few seconds.

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Deathworks

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Re: Generate new world button from from embark screen.
« Reply #3 on: February 27, 2008, 08:15:00 am »

Hi!

While I agree with Capntastic that aborting embarkment and then creating a new world would be the basic solution (I figure he didn't mean you should exit the game, simply abort the embark process to return to the main menu), there is a somewhat related idea I would really find useful:

Main menu entry "Delete World"

Of course, worlds can be deleted by deleting the respective region directory in the save directory, but the fact that they are only numbered there can be confusing for players, making them doubtful whether they are about to really destroy that lame world or the world where they have their blooming fortress on.

This is why I think a "delete world" option from within the game where additional information was available to avoid mistakes would be useful.

Deathworks

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