Mutilple maps?

Stanley Sutton sutton@t-surf.com
Tue Jun 18 05:53:00 GMT 2002


I agree, it won't be 
easy or quick to do, as it will require a
lot of modification to the internal code, and probably 
the GDL.  And all the game scripts.  Altough the last
two may not be neccessary.  I need to get up to speed
on LISP. :-)

To help me understand the code I'm going to be changing, would
it be ok to add API documentation, such as doxygen, to the code
as I go through making changes?  I think my first pass
at the coding changes will be to replace all the X and Y explict
references in the code with a location structure, and provide
an X and Y function to get the data out of the structure.  If I
can replace everything with the sturcture without breaking anything,
then I can extend it by adding a Z and level element.  Then add
the code to support it.



-----Original Message-----

From:	Hans Ronne [mailto:hronne@pp.sbbs.se]

Sent:	Tue 18-Jun-02 02:23

To:	Stanley Sutton

Cc:	xconq7@sources.redhat.com

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.



Agreed. It's sort of similiar to what Dave Dickey (Cordeval) suggested
last

month in his posts about XCONQ battle editing. But it would certainly
not

be a trivial thing to do.



Hans



Hans Ronne



hronne@pp.sbbs.se













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