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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