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  #1  
Old May 9th, 2009, 02:57 PM

Aezeal Aezeal is offline
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Default Re: OT: Making a Game System (part 4: A Game World)

From his previous descriptions/threads I didn't get that (need for random maps) yet anyway if he does he need to get a formula that makes the landmasses somewhat more realistic IMHO. If you have a fixed map it would allow for much better background for all of his nations and races I'd say just doing like dungeons or something with random maps could be enough.

Somehow I'm thinking of this game that it's intented to be a daggerfall like game I don't know why... anyway... that is why I was thinking about a fixed map (with all or some of the LA nations on there) and then well whatever he wants...
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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Old May 9th, 2009, 03:58 PM
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Soyweiser Soyweiser is offline
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Default Re: OT: Making a Game System (part 4: A Game World)

I must confess that I haven't read the previous threads. But random environments is a huge thing for roguelikes. (The first one of the Berlin interpretation (http://roguebasin.roguelikedevelopme...Interpretation). So based on my knowledge of what a roguelike is, and what Omnirizon was doing, I assumed that he wanted nice looking random maps.

My interpretation:
So each time you play the game, the map is different, but the nations are the ones from dom3, but also with different interactions between each nations. (Just like in dwarf fortress, random interaction between the different nations).

Of course, I'm not Omnirizon. I don't know what he is planning to do. (And I'm more of a bottom up developer, first the local region, world map later).
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