Centralize and Reorg

I had no idea I had so many maps to draw… It’s definitely taking longer than I thought!

I started on the 2nd disk’s contents, but I’m jumping all over to start the 3rd and 4th as well. In particular, I’m working on designing the world map so I can see “the whole” of the game at a glance.

The realms, pieced together! Just a few left to do…

One advantage of this approach is identifying some bottlenecks. For example, I originally had monster graphics split up among the world disks, each disk having a separate list. This was when I was attempting to keep the game playable on a 180K disk system.

I no longer need to segregate monsters, and I can actually combine the data and graphics files and keep them in one place. This has the following advantages:

  • I can load any monster anywhere in the world
  • I don’t need to replicate graphics or statistics, which means constantly updating them as I make tweaks and changes to battle balance
  • I can consolidate creating monster content in one phase, rather than having to start over each time

Once I get the world map complete, I can return focus to finishing up the 2nd disk’s contents. I’m mostly finished with transactions, but maps and mobs take considerably longer than expected to map out and write up…

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6 Responses to Centralize and Reorg

  1. arthurdawg says:

    ROA is like a house and kids… long hours and never finished…

    I like the look of the map !

    • adamantyr says:

      Thank you! I’ve had a rough design in my head of how it would look for some time. What will be fun is trying to draw a more artistic rendering of it for a tangible map.

      Long hours indeed, but it will be finished!

  2. Ron says:

    Great to see the whole game map laid out like that!

    • adamantyr says:

      Yeah! It helps me visualize to see it that way.

      At a glance, I think it is roughly the same amount of land area that Ultima IV had, maybe a bit more. And with a lot more utilized space, since 60-70% of the tiles of Britannia were water.

  3. “I had no idea I had so many maps to draw… It’s definitely taking longer than I thought!”

    Creating content for a CRPG is a real time killer. Even more daunting than programming the game engine itself. I still recoil about the memories of writing text dialogue for 200 people. I found out that I don’t have a natural knack for such a thing and I was bogged down for several months while working on that portion of the game.

    I really like your maps!

    • adamantyr says:

      Yeah, I have five components of content to do right now:

      Maps – Drawn in an editor program. I have a few I’ve drawn on graph paper over the years in a 3-ring binder, I occasionally mine those for ideas.

      Map Headers – These define the maps boundaries and what mob set to use. They also have random monsters, character patterns to use, map exits on boundaries, and so forth.

      Monsters – Graphics and statistics both. The graphics are daunting at times, but once I get going it’s not too bad. Now that I’ve consolidated monsters into a single set accessible everywhere it will be easier. Statistics can wait until I’m playtesting, it’s more important to know monster names for adding into transactions and mobs.

      Transactions – The big one, this is all the scripting for stores, shops, NPC’s, and interactivity. Lots of writing dialogue and text here. Definitely a big time consumer, I have to constantly consult a spreadsheet for quest flag values, old notes for what kind of stuff a shop was going to sell, etc.

      Mobs – The other big one, this is the special objects on maps like doors to shops, exits to other maps, traps, chests, and monsters. More time-intensive than I thought because you have to use the map editor to see coordinates to put in, check character data to see what pattern to use, etc.

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