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Re: [Adonthell-devel] How client/server deals with maps


From: Kai Sterker
Subject: Re: [Adonthell-devel] How client/server deals with maps
Date: Tue, 11 Dec 2001 19:19:44 +0100 (CET)

Lakin Wecker wrote

> Again, this all depends on whether the map is important.  If there is 
> sometime where the character has to find something on the map, then they 
> could just start a map editor session find it, then start playing the 
> game again,   But if that's not the case then this is a fine idea.

Well, one idea could be to distinguish between scenery and "items" (in the
widest sense). Scenery would be the map as such: the ground, trees,
houses, and so on. Items would be (possibly) objects like doors, chests,
etc. but also items in the normal sense: stuff lying around for the player
to pick up.

So all the stuff that can change it's state, be picked up or placed on the
map would remain on the server. If we then have a quest like "find
Nikodemus' wand in the crypt" the player might browse the crypt, but he
wouldn't get information on doors (that might be in the way), foes and
especially no info on the location of the wand.

Another advantage of such a system would be that such item objects would
be handled as actual items (although not all of them can be picked up and
such). So for example all those items could have a description that
appears when the player hits space while facing them, just like James
suggested in the other mail.

Would that work, Alex?

Kai





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