Game creation thoughts: good maps and no wasted walking time
Posted: Wed Mar 11, 2015 10:39 am
I mentioned, in the URR Roguelike thread, that I hate walking simulators but love maps.
That's one of the best part of old games, whether paper or cloth maps in-the-box, or in game maps from Defender of the Crown to Icewind Dale to Daggerfall to Darklands. I even love them in books; so much better to have a fantasy world or star map in the front of a book as I start it! (I'm obviously a bit spatial in my reasoning!)
I've been trying to figure out how to have maps without having walking simulators. In fact, since they don't have to be walked on (or a different mode with the map as an afterthought), I hope a game could have a great map, much better than if you had to walk through the game. The Icewind Dale maps were beautiful, even though they were just a picture with some "active" areas to click on. Somehow I want it more map-like than that, that just seems like a menu, but something along those lines.
I've been looking at how people use Voroni diagrams to generate random chaotically-tiled maps, especially this article from Stanford. If the game let you travel to any tile you can reach "instantly" in real time (with whatever game-time cost is requred), and showed you unreachable and "gateway" tiles that have to be dealt with (a guarded mountain pass) before you can travel past them, I think that could solve the walking simulator problem with a good looking map, especially if the tiles are overlaied on a pleasant map image or generated image.
Planning is easier than implementing, but that sounds like fun, and I like the direction it's going. I'm thinking in terms of an RPG (and continues thoughts of a simplified version of a Darklands remake I started 10+ years ago!), but it really could be any kind of game - adventures, racing, whatever. The map is just a cool way to select a location (with some relationship with other locations), so the game is really what happens AT locations.
And behind it all, the reason I hate "walking simulators" is that the fun in games (especially replayable ones) is the decisions you make, not waiting for screens to load and traveling a road from A to B - I commute enough in real life, thank you very much! Reduce and solve any non-decision area of a game that consumes time and hopefully the game is all about the fun rather than the waiting for the fun.
That's one of the best part of old games, whether paper or cloth maps in-the-box, or in game maps from Defender of the Crown to Icewind Dale to Daggerfall to Darklands. I even love them in books; so much better to have a fantasy world or star map in the front of a book as I start it! (I'm obviously a bit spatial in my reasoning!)
I've been trying to figure out how to have maps without having walking simulators. In fact, since they don't have to be walked on (or a different mode with the map as an afterthought), I hope a game could have a great map, much better than if you had to walk through the game. The Icewind Dale maps were beautiful, even though they were just a picture with some "active" areas to click on. Somehow I want it more map-like than that, that just seems like a menu, but something along those lines.
I've been looking at how people use Voroni diagrams to generate random chaotically-tiled maps, especially this article from Stanford. If the game let you travel to any tile you can reach "instantly" in real time (with whatever game-time cost is requred), and showed you unreachable and "gateway" tiles that have to be dealt with (a guarded mountain pass) before you can travel past them, I think that could solve the walking simulator problem with a good looking map, especially if the tiles are overlaied on a pleasant map image or generated image.
Planning is easier than implementing, but that sounds like fun, and I like the direction it's going. I'm thinking in terms of an RPG (and continues thoughts of a simplified version of a Darklands remake I started 10+ years ago!), but it really could be any kind of game - adventures, racing, whatever. The map is just a cool way to select a location (with some relationship with other locations), so the game is really what happens AT locations.
And behind it all, the reason I hate "walking simulators" is that the fun in games (especially replayable ones) is the decisions you make, not waiting for screens to load and traveling a road from A to B - I commute enough in real life, thank you very much! Reduce and solve any non-decision area of a game that consumes time and hopefully the game is all about the fun rather than the waiting for the fun.