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Map Layout
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PostPosted: Thu Mar 05, 2009 7:24 pm
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Map Layout
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Use this thread to discuss issues about the map interface for Advanced Kingdoms, the new version of Zhentor.


Grid type

- Isometric (slight inclination, usually see sides, front and top of buildings and objects).

Coordinate system

- (x,y,z) 3D system: We are planning to use this coordinate system for the new version
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PostPosted: Sat Mar 07, 2009 12:03 pm
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I've talked to some freelancers and we are beginning to create a spec for the mapping system. It seems very complicated at the moment. What we are aiming to get as the end result is something like this (screenshot obtained from Wakfu):

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PostPosted: Mon Mar 09, 2009 3:22 am
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If it turns out like that, it won't be half bad
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PostPosted: Tue Mar 10, 2009 9:55 pm
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The real problem is balancing between good aesthetics and reasonable download speed. With this mapping system, since the graphics will be of higher quality, loading times will be heavily effected. Also there is no clear decision for the display size yet. Too small and players won't be able to see the tops and bottoms of buildings of objects, too large and the page won't even load.

We could probably achieve a better result if the system was coded in Java or Flash. But then you would have to wait for the map to be loaded into the applet everytime you visited the website, not really nice.
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PostPosted: Tue Mar 10, 2009 10:13 pm
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IS there no way to cache maps upon user's computers to make load times faster? Visit one time get the full load time as the maps load, then second time you visit loads faster as the graphics for that area are already stored and you only need to load either new additions or changes?
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PostPosted: Thu Mar 12, 2009 10:28 am
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Caching does help.

But consider isometric maps. These maps are not simply generated tile by tile, there is also a layering process (foregound, middle layers, background, order of precedence for objects) which takes time. This happens everytime you load the page, and there is no way to get out of it unless we compile a static image and use that for background. In this case, most of the complex terrain and building features will be lost because you cannot edit each individual tile.
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PostPosted: Thu Mar 12, 2009 3:46 pm
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darn them layers *shakes fist angrily at them* :P
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Zam


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PostPosted: Tue Jun 08, 2010 7:34 am
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Go back to the old 2d top-down interface? It was quick, easy and got the job done admirably, especially for a browser game.

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