Timeline for Scaling a game world both for realism and for mechanics
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
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Aug 5, 2013 at 20:59 | vote | accept | PixelArtDragon | ||
Aug 5, 2013 at 20:52 | history | tweeted | twitter.com/#!/StackGameDev/status/364489022196174848 | ||
Aug 5, 2013 at 9:46 | answer | added | Philipp | timeline score: 7 | |
Aug 5, 2013 at 0:19 | history | edited | PixelArtDragon | CC BY-SA 3.0 |
added 162 characters in body
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Aug 4, 2013 at 21:38 | comment | added | PixelArtDragon | Well, one of the issues of having a lot of tiles is that it gets tedious to manage, particularly if you need to, say, move troops across it. | |
Aug 4, 2013 at 21:36 | comment | added | Will | Well if the number of tiles that are "special" is very small, then the main tile array could just use say an 8bit tile type. You might even be able to compress it for large regions of desert, sea, etc. Then to deal with special stuff you could have a hash map for coordinates->SpecialObject or something like that. I don't really see a player wanting to pay attention to such details anyway, only caring for cities and such represented by groups of tiles. | |
Aug 4, 2013 at 21:23 | comment | added | PixelArtDragon | @WillNewbery Well, I was thinking of using hexagonal tiles, and 500 million is not feasible unless I can reduce each tile down to a few bytes each. 2 km may work a bit better though. | |
Aug 4, 2013 at 21:18 | comment | added | Patrick Hughes | There is no balance, game mechanics must always win. | |
Aug 4, 2013 at 21:13 | comment | added | Will | Well what is a tile? If you just have one planet, say the size of Earth, and a 1km by 1km "tile" (not that squares really work if you want an entire planet), that is around 40,000 around the equator or about 500 million total, which depending on your design may be perfectly possible. 2km may be viable as well. | |
Aug 4, 2013 at 19:43 | history | asked | PixelArtDragon | CC BY-SA 3.0 |