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RE: Mutilple maps?
- From: "Stanley Sutton" <sutton at t-surf dot com>
- To: "Hans Ronne" <hronne at pp dot sbbs dot se>
- Cc: <xconq7 at sources dot redhat dot com>
- Date: Mon, 17 Jun 2002 19:01:11 -0500
- Subject: RE: Mutilple maps?
But currently, it's still the same map, just displayed at different
scales. I was more interested in taking a single hex on the strategic
scale, and creatubg a bew 80x40 hex grid with different time and
movement rates, possibly even rates entirely. For example, in a game
like galaxy, the master map would have stars, the tactical map would
have a planetary system. It wouldn't be practical to model planetary
systems at stellar scales, you'd need millions of hexes. In a D&D type
game, you might have an outdoor scale to get from one dungeon to
another, in addition to having multiple levels within a dungeon. A true
3 dimensional co-ordinate system would be nice for space based games, as
well.
-----Original Message-----
From: Hans Ronne [mailto:hronne@pp.sbbs.se]
Sent: Mon 17-Jun-02 18:33
To: Stanley Sutton
Cc: xconq7@sources.redhat.com
Subject: RE: Mutilple maps?
>Actually I was thinking of multiple scale maps, such as
strategic and
>tactical levels, but supporting 3D would be nice, also. I
suspect that
>doing both won't be much more work than doing either serpeatly.
:-)
>
>Just glancing at the code, a good first step might be to
replace all the
>explict x and y dependancies with a co-ordinate struct, which
would
>support both multiple co-ordinates and scales.
Well, this is how the game already works. You can zoom the scale
for each
map, and you can have several maps with different mags and
focused on
different parts of the world open at the same time. This in
addition to the
strategic world map that is attached to each map in the tcltk
interface (in
the mac interface, the world map is a separate map in a floating
window).
Hans
Hans Ronne
hronne@pp.sbbs.se