No limit, and, in terms of large scale navigation, it could just mean that, for example, you say you want to travel North from the edge of a set of locations that has a sort of grid view, and in terms of description it just lets you describe travelling longer distances, in steps, so you could define it as travelling to other towns/cities/continents if you wanted to...<smile>

Might also implement a form of location switching then - as in, besides sci-fi thoughts, it could also work along the lines of if you head through to a certain set of coordinates, you've effectively climbed into a lift, or onto a train, so you won't be able to just go straight back to other areas that were near your original departure point - so, climbing onto a train/stage-coach, etc. might then drop you off at another point, but cut you off from the original set of coordinates, etc. - thanks for reminding me about that now already...<smile>

Think will just need to consider actually defining separate area sets as such - as in town1, town2, etc. each with their own sets of locations, and then separately define transposition conduits/pathways - to use a more expansive term for those...<smile>

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
"Roger Wilco wants to welcome you...to the space janitor's closet..."

----- Original Message ----- From: "Zachary Kline" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, December 26, 2014 10:03 PM
Subject: Re: [Audyssey] Interactive,role-playing type game map design interface questions


Hi Jacob,

I think that in this case, arrow navigation is going to be more intuitive for the average person. Having to type in coordinates is certainly precise, but we need to keep a list of the important points around or things will bog down. As a question, what kind of scale were you envisioning for the maps, or can that be determined by the designer? I’m intrigued by the idea of large land areas with cities, villages, whatever scatter about. Perhaps I’m being overly ambitious. :)
Thanks for any thoughts,
Zack.


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