I'd like to ask for people to add to a list of features and bugs they want.
I would like to see in a few versions:
- The square tile is too big. It should be reduced to allow for smoother movement.
- Add a semi-recursive grid. Allow for items to work on different grid levels. For example, A tree (in more realistic size) would take so much space, but the player arch would take smaller space.
- Fix map scale issue. Why is the player the same size as a forest glen?
- Smooth movement, and better method of updating player, monster positions.
- Has it been considered to package/sync/protect maps into the Client package? (This might drastically reduce server load)
Features and bugs wanted fixed?
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Features and bugs wanted fixed?
lordyoukai.DA
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Re: Features and bugs wanted fixed?
I'm not convinced it is neccessarily too big, it is just that there is no real tracking of progress between squares which would allow smoother movement (eg, I move one square north, instead of the server waiting until I get there, it should say you are moving north, you will reach there in n milliseconds (this may be inferred client side from the speed) and then give a range of walking animations to show whilst moving (probably only two frames would be plenty to give vastly superior apparent smoothness of movement.bort wrote:I'd like to ask for people to add to a list of features and bugs they want.
I would like to see in a few versions:
- The square tile is too big. It should be reduced to allow for smoother movement.
bort wrote: - Fix map scale issue. Why is the player the same size as a forest glen?
[\quote]
I think the map scale mostly works ok, one player is about one fathom square, which to say that they control a square 3 feet around them. I suspect if you passed a grisled warrior in the street who was waving a claymore around you might stay rather more than 3 feet away from them.
One thing I would like to see though is more interconnected cities, with city maps tiled onto each other, and city streets that would link them with people moving around. In that case then, the bigworld city maps would be used for fast movement between districts, and the smaller scale maps would have neighbourhoods, not just buildings. (getting that to tile properly would be a nightmare though).
I know it has been hinted at in the past, but the problem is that it is very hard to do sensibly. In anycase, the static elements of the maps aren't really using very much bandwidth, you would want to look at spell objects and uncached image transfer first.bort wrote: - Has it been considered to package/sync/protect maps into the Client package? (This might drastically reduce server load)