emileber / getrandomgame

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Idea of "height" or "altitude" may be far fetched. Also other ore ideas. #15

Closed GoogleCodeExporter closed 5 years ago

GoogleCodeExporter commented 9 years ago
Concept/design description:
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I propose that the idea of altitude be taken out, as it is hard for a user (or 
player) to honestly "see" up a hill in a top-down/nearly iso-metric point of 
view. Instead of having different elevations for minerals to spawn, I would 
recommend the following:
1. Minerals should still be spawned (nearly) randomly.
2. These "random" minerals should be a low level, and not give players too many 
resources. 
3. Resource nodes should re-spawn (with a very large latency period and/or 
large re-spawn time and/or time limit till they can be mined again).
4. More rare resources should be spawned in areas that are "hard to get to" or 
"dangerous." For example, getting something like coal shouldn't be too 
difficult, but getting something like oceanic basalt should be challenging. The 
player would be forced (except in rare "random" cases) to go into the ocean in 
order to obtain something like oceanic basalt. (admittedly, this would be hard 
to accomplish in a top-down/iso-metric landscape, but you get the idea.)
5. Super rare resources (diamonds, rare ores) should be in VERY dangerous 
places. Mobs might have a higher chance of spawning near them, mobs might be 
more powerful near these resources (as opposed to normal, every day mobs), they 
might be near lava pits, etc. 

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Purpose of that concept/design:
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These changes will allow players to better identify with their surroundings. 
From above, I would find it very difficult to know if I was at ground level 
(where ever that may be). It would also be incredibly difficult to navigate 
into/through a cave (natural or otherwise).
I believe that these changes would simplify some aspects of the game, while 
adding a "growing" challenge for the player as they progress through the game. 

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Your idea of it:
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I don't understand what this area is for. I've stated my ideas elsewhere. 

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What do you need?

Mainly changes in the spawning of the world. Other small changes as warranted.

Other stuff:
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Original issue reported on code.google.com by lag...@gmail.com on 25 Feb 2013 at 3:33

GoogleCodeExporter commented 9 years ago
first, thanks for stopping by and for taking time to explain your idea!

The world will mostly be flat but there will be multiple floors. I know what 
you're thinking and yes, if not done correctly, it will be hard to navigate 
through the world. To overcome this problem, we will probably have some visible 
floors (like the one below you and the one over you, but not totally over, it's 
hard to explain) and some other floors (the ones too far) not visible. Like in 
the game Project Zomboid. Please see 
[http://www.prismalstudio.com/post/40262431190/how-to-make-a-multi-floored-tile-
map this post] on [www.prismalstudio.com Prismal Studio] official blog.

The idea of rare ores being placed in dangerous/hard places is on the list 
already. Re-spawning will not be implement since we are aiming big persistent 
world to explore that are easy to create. The character will be able to enter a 
new world with all his previously gathered resources and equipment like in 
Terraria.

If you feel that I haven't got your point, please correct me!

Original comment by ber.em...@gmail.com on 25 Feb 2013 at 7:24