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Driftmoon minimap

10.05.2010 View Comments

I started adding a new map into the game, and since I hadn't added too many landmarks yet, I finally got lost in it. Being the programmer type I am, I didn't need another excuse to implement a minimap!

This won't be the final gui for it, I just quickly whipped up the edges to test it. I don't know yet what kind of a map to use, will I draw the maps by hand, or will I just use a rendered image of the map.

Do you have any ideas for the map? Some minimap buttons you desperately always need in a game? Some map icons you always look for?

Heightmap loading

01.05.2010 View Comments

Another feature I quickly implemented was heightmap loading. The editor tools are great especially if you've got a powerful computer, but it lacks many of the features present in real image editing software, and can be a bit tiresome if you're working on a large map from scratch. That's why I put in a button to load a BMP file as a heightmap. This does not prevent manual fine tuning, but is a nice way to start a new map.

Now modders can use their favourite heightmap generating tool, I'm probably going to use Terragen to create outdoor maps, and any old image editing program to create my dungeons. I guess I'll still need to add a heightmap exporting button so I can continue editing the heightmap if I've already started working on the map.

Terrain sets and pesky red squares!

28.04.2010 View Comments

I started working on a new map, and I decided it was too boring to texture a large map by hand. Since this was a forest map, all I wanted was to adjust the terrain for riverbanks, riverbeds and mountains. Since I am a programmer I get easily bored with repetitious tasks, and I decided to make the editor do the automated part.

Now the paint tool can also use a set of terrain to paint. For example if I paint the map with Jungle-set, the game automatically draws all slopes with the specified slope texture, adjusts the texture accordingly when we get to higher ground, and makes the sea blue and adds the beach texture to shorelines. I can of course force a texture like previously, so this new tool is just meant to help a modder get started.

I also wanted to add these fancy red squares! The game will now automatically block walking too steep slopes, and the red squares show where the terrain is blocked by the water or a slope. (Edit) And I forgot to mention the squares are only visible in the editor. In the game itself the slopes will be marked with rocky textures.

Combining items

25.04.2010 View Comments

We've had some good discussion at the forum about the possibility of combining items in Driftmoon. I am of course talking about putting together two items to create a new item, such as combining a sword and a magical gem to create the Magical Sword of Doom!

As some of you may know, Notrium used the item combinations mechanic extensively - for some races the game was nearly unplayable until you learned the required combinations to survive. When thinking about the mechanic for Driftmoon I originally dismissed item combinations as too hard core. Even I had a hard time replaying Notrium just now since I didn't read all the hints about the combinations.

What actually convinced me to think otherwise is that combining items is a great way for you to use all the loot you gather. There are only a few ways in any game you can use the items you get. You can use/wear them, sell them, drop them, or combine them with something. Driftmoon is not going to be a Diablo clone where all you do is sell loot to get money to go get more loot to sell, so I'm welcoming this newfound way to use up your hardfound loot.

I think the best kind of combinations are those that you can only do once, like unique weapons or armor, or unique magical items. To me it gets boring if you need to combine some basic resources to get something you need frequently, like healing kits or poison arrows. I like the wait of having one part of the unique weapon, and waiting to see when the final part comes along.

Since I disliked remembering the combinations in Notrium I've been looking at ways to ease the combining process. In Baldur's Gate another character did the combinations and told you which items you needed. Getting to him was always a chore, so I dont' want that. In Diablo you guessed the combination, and placed the required items in a container to combine them. But I disliked the fact that you needed to experiment with it to get the results. Such a system couldn't be used for any really important item combinations, since many players would never try to guess the combination. My favourite combinations system must have been in Arcanum where you found ancient schematics. The schematic showed what you needed and what you got out of it, you just clicked the schematic to combine. Notrium had a similar system with the blueprint for the hover vehicle, and I think it worked well.

Driftmoon map size

17.04.2010 View Comments

This is an important question related to the game at large, what will be the size of a normal map in the game?

Large

If all of the game world was placed in one map, with perhaps additional dungeon maps, we would have a large open ended world. Many modern western RPG's are like this. Oblivion and Fallout most notably. It's a good choise for real 3D worlds as you need to see farther than you can walk anyway. But to me there's usually always too much walking around, too much nothing in between things. I'm envisioning Driftmoon a little more tight packed. Technically it would require a lot of changes to get everything to play smoothly on one map, so I'll have to rule this one out by lack of development time.

Medium

A medium sized map could have one town and various open areas- a lot of quests to play with a reasonable amount of enemies. Something you could spend an hour or two playing. This was my original plan for Driftmoon, and each map would have been an island. You would have played the islands sequentially, and within the island would have been an open area for you to play as you like.

But the more I think about it, the more I would like to play in even smaller areas. Even on a medium sized map there would be a lot of boring walking around, fighting filler enemies. Basically all RPG's tell you at some point that here's somewhere you need to go, look it up on your map and get there. That forces you to leave areas unexplored, or if you decide to explore everything in your current location before going to the new place, you'll likely forget the plot, why you were even going there. That happenens to me often, I decide to explore the current area completely before going on, and then I drop out of the main plot and quit.

Small

What I've been hatching is bite sized maps. They have one main quest, maybe one optional quest, and a couple of enemies to kill. Each area can be as unique as I like, they don't have to be connected to each other by filler terrain or filler enemies. When you're done playing the area you really know that you've played it through, you don't have to spend 10 minutes looking for important people you've missed, main quests you're missed. You can play it in one go so you're less likely get interrupted and forget what you were doing. And even if you do get interrupted, the map is small enough for you to find out what's going on.

And if you're anything like the people who've test played Driftmoon when I've been looking, you'll be very glad that a smaller map is easier to navigate. All my testers got lost at some point in the preview maps. And those maps were pretty small to begin with!

What do you say? Which map size do you prefer?

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