Scrap the Overworld

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Message
Author
String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Scrap the Overworld

#1 Post by String »

And use randomly generated path/wilderness/etc zones (with some vaults/random events sprinkled around) to connect the current zones.

Yeah, probably an insane amount of work for little pay off, lol.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Scrap the Overworld

#2 Post by Frumple »

There's already been a couple goes at randomizing the world map, iirc. Give the forum a search or two, heh.

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Scrap the Overworld

#3 Post by Grey »

Yeah, simple fact is though it doesn't work all that well. People like knowing where to go each game, and not having to hunt all over the world map for locations. In fact this is already one annoying aspect of the world map in the game - why the hell do I have to explore every nook and cranny to find the elven ruins?
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Re: Scrap the Overworld

#4 Post by String »

Hmm.. what I mean is instead of having:

Overworld map zone <-> Individual dungeon/town zones

It would be

Individual dungeon/town/wilderness/road zones connected in a grid with 2/4 "filler" wilderness/road zones that have random layouts/vaults/events in between each dungeons/town.

ex:

Code: Select all

WWWWWWWDWW
T===DWWWWW
W==WWWWWWW
WW=T===TWW
WWWWWWWWWW
WWWWDWWWWW
W = random wilderness zone
= = random path zone
D = dungeon
T = town
Last edited by String on Fri May 31, 2013 4:29 pm, edited 6 times in total.

String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Re: Scrap the Overworld

#5 Post by String »

Grey wrote:Yeah, simple fact is though it doesn't work all that well. People like knowing where to go each game, and not having to hunt all over the world map for locations. In fact this is already one annoying aspect of the world map in the game - why the hell do I have to explore every nook and cranny to find the elven ruins?
Well, maybe it could work if friendly npcs were able to give directions on request?

Infinitum
Halfling
Posts: 109
Joined: Mon Jan 28, 2013 9:05 pm

Re: Scrap the Overworld

#6 Post by Infinitum »

Ok, I'll bite:

"Why?"

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Scrap the Overworld

#7 Post by tiger_eye »

See:

http://forums.te4.org/viewtopic.php?f=39&t=24816
http://forums.te4.org/viewtopic.php?f=39&t=25194
http://forums.te4.org/viewtopic.php?f=39&t=25294

...but these haven't been touched for quite a while. There was even the ability to maintain relative location of dungeons, so Trollmire could always be north of Derth.
darkgod wrote:OMFG tiger eye you are my hero!

String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Re: Scrap the Overworld

#8 Post by String »

Dunno, the overworld seems out of place and nothing interesting really happens on it. It isn't a big deal, I guess.

Maybe I can make this as a module.
Last edited by String on Fri May 31, 2013 6:40 pm, edited 1 time in total.

String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Re: Scrap the Overworld

#9 Post by String »

tiger_eye wrote:See:

http://forums.te4.org/viewtopic.php?f=39&t=24816
http://forums.te4.org/viewtopic.php?f=39&t=25194
http://forums.te4.org/viewtopic.php?f=39&t=25294

...but these haven't been touched for quite a while. There was even the ability to maintain relative location of dungeons, so Trollmire could always be north of Derth.
Those are related but I'm talking about something else. Think grid of connected zones instead of hub zone that connects all the zones.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Scrap the Overworld

#10 Post by Mewtarthio »

So... you don't like being able to choose which dungeon you go to next? Or having the ability to leave a dungeon and come back later? Or revisiting towns?

EDIT: Basically, what I'm getting is that you want a linked list structure where each dungeon is directly connected to the next one, instead of having every dungeon connected directly the world map.

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Scrap the Overworld

#11 Post by Final Master »

Are you referring more to how T2 had interlinking wilderness that you could fight on and just go like that?
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Re: Scrap the Overworld

#12 Post by String »

Mewtarthio wrote:So... you don't like being able to choose which dungeon you go to next? Or having the ability to leave a dungeon and come back later? Or revisiting towns?

EDIT: Basically, what I'm getting is that you want a linked list structure where each dungeon is directly connected to the next one, instead of having every dungeon connected directly the world map.
Like a multidimensional linked list.

Ideally, you would be able to travel orthogonally by walking into a border zone.

String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Re: Scrap the Overworld

#13 Post by String »

Final Master wrote:Are you referring more to how T2 had interlinking wilderness that you could fight on and just go like that?
Never played T2, but that sounds like the idea.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Scrap the Overworld

#14 Post by Mewtarthio »

String wrote:
Mewtarthio wrote:So... you don't like being able to choose which dungeon you go to next? Or having the ability to leave a dungeon and come back later? Or revisiting towns?

EDIT: Basically, what I'm getting is that you want a linked list structure where each dungeon is directly connected to the next one, instead of having every dungeon connected directly the world map.
Like a multidimensional linked list.

Ideally, you would be able to travel orthogonally by walking into a border zone.
Ah, I understand now. Trouble is, you'd still only be able to visit dungeons adjacent to ones you've cleared, rather than being able to clear them in any order. You'd have to design a campaign from the ground up to accommodate that structure.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Scrap the Overworld

#15 Post by Sirrocco »

Also, you'd miss out on the fun of evading the zig.

Post Reply