Yay, update after more than a year The following is collected from the ongoing discussion on Slack. It should be seen as a wrap-up of different suggestions, opinions, and ideas
Topic of the technical discussion in the Slack-channel: How can we achieve a limited, finite, and symmetric world for LaS?
Mainly I'm interested in suggestions and technical advice on how we can limit the world. Here are two suggestions:
@Cervator suggested a board game like level design (as depicted in some concept art by @SuperSnark) which is composed of 5 sectors. The symmetry axis divides the middle sector.
The sector concept is already visible in the PolyWorld generator, although the problem of bordering the map remains. Nonetheless, PolyWorld might be a good choice for LaS world generator. The tiled look fits good into the overall checker board scenario.
Instead of addressing the magical dome with completely new concepts, indestructible (and invisible) blocks can be used in the first instance. Adding visual effects and "force feedback" (e.g., knocking the player back) could be an additional milestone.
I wonder if this can be realized by using a system that catches and eliminates the damage the player deals to the block. It would be interesting to just make the border blocks "solid" and "indestructible", i.e., air, water, and all terrain blocks located on the border sphere.
I think we should make a roadmap to get things piece-wise done. I'd like to start with what we already have, i.e., a quite "realistic" symmetric world gen. Then we can tackle different aspects bit-by-bit. For instance, replace the tree generators with poker chip trees, refine the world generator to be more of a game board, enhance the map borders (invisible wall -> fancy magic barrier -> floating island with drop-off to Nirvana), and so on.
I try to get some concept work done in the next to clarify the possible steps we can take from now. Any help is appreciated
Topic of the technical discussion in the Slack-channel: How can we achieve a limited, finite, and symmetric world for LaS?
Mainly I'm interested in suggestions and technical advice on how we can limit the world. Here are two suggestions:
- create _one_ island surrounded only by ocean, without any other islands. Probably the easiest solution, although it does not limit the playable area itself.
- create a _symmetric_ world with a (spherical) barrier centered at the world midpoint. The barrier could be some kind of magic force field that simply cannot be passed.
@Cervator suggested a board game like level design (as depicted in some concept art by @SuperSnark) which is composed of 5 sectors. The symmetry axis divides the middle sector.
The sector concept is already visible in the PolyWorld generator, although the problem of bordering the map remains. Nonetheless, PolyWorld might be a good choice for LaS world generator. The tiled look fits good into the overall checker board scenario.
Code:
_____ ____ __:__ ____ _____
| | | : | | |
| W | | : | | B |
|_____|____|__:__|____|_____|
:
I wonder if this can be realized by using a system that catches and eliminates the damage the player deals to the block. It would be interesting to just make the border blocks "solid" and "indestructible", i.e., air, water, and all terrain blocks located on the border sphere.
I think we should make a roadmap to get things piece-wise done. I'd like to start with what we already have, i.e., a quite "realistic" symmetric world gen. Then we can tackle different aspects bit-by-bit. For instance, replace the tree generators with poker chip trees, refine the world generator to be more of a game board, enhance the map borders (invisible wall -> fancy magic barrier -> floating island with drop-off to Nirvana), and so on.
I try to get some concept work done in the next to clarify the possible steps we can take from now. Any help is appreciated