All very interesting. But don't forget that I previously had 1800 rooms - the equivalent of your grid points - so it's going to be a little tricky defining them in terms of 1500 lines of data - even allowing for the fact that exit data will be largely redundant. How would you deal with, say, doors? And hang on two ticks: 50x50x10 points is 25 000 areas. How do we go about defining a world with non-generic location descriptions with 25 000 locations in only 1500 lines of code?
You've seriously got me baffled now.
Tiefling
tieflet|at|hotmail|dot|com
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Ah, there's the joy of it: 1500 lines of code defines "a grid point", and then when you create your map, you instantiate however many gridpoints with the properties you want. If I understand what dragonchild means, a gridpoint is probably smaller than a room, having properties such as opacity, density, and the like (that is, you can or cannot see or move through it in certain directions).
While I am not (by any means) experienced in D&D
matters, I would love to join up to try to make that kind of a 3D world system workable.
If God had meant us to fly, he would *never* have give us the railroads.
--Michael Flanders
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As you may have deduced from my handle (or not), I'm a fan of the old Planescape setting. I would _like_ to have a map that wasn't so tied to geometry as this would be. Being able to map the hideous contours of the Abyss would be, while inessential, distinctly nice. This comment, of course, also goes for any Cthulhu implementation, wherein the Dreamlands and other curious locales might exist.Consequently:
Desirable properties of a 'room':
- Type - dungeon passage, dungeon chamber, tavern, etc. Possibly to be used as the superclass of the room, so that properties can be generalised.
- Description - optional, but desirable. If the description is undefined, it gets inherited from the type. Description should decompose into Visual, Auditory, Olfactory, Tactile and several Ranged components, not all of which are needed. The Ranged components are my preferred answer to the sightlines query, consisting of a distance (for comparison with fog and darkness) and a nice description of the object visible at that distance.
- Lighting effects present
- Susceptibility to weather
- Latitude and longitude, for determining weather. Possibly also a 'planitude' to determine whether the rain is likely to be water, frogs or blood.
- Exits. Abstract links to other rooms, identified by direction, and possibly also by location in the room (see below) and/or some kind of subsidiary descriptor. Whilst it might not be fair, I'd like to use this section to describe any locations accessible with fly, passwall, etc, here, rather than risk the players breaking the system by indiscriminate use of travel spells.
- Liquid nature and depth, if any.
- Contents. Well, duh. :-)
I hope that lot helps to clarify how I've been thinking thus far.
Tiefling
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