[DD] Map properties
Posted: 20 Nov 2006 08:56
Map properties
1) The map is build up from rectangular tiles and the tiles are subdivided along the perimeter 18 times (thus making 5 per side) to define snap points for laying tracks
versus
2) tile edge is 16 metres long and is composed of four triangular areas (used for placement of some objects).
Terrain height is stored in 0.1m increments; tile vertices cannot differ in height more then 10 meters; terraforming tools will not allow terraforming pillars of rock; tiles are joint, i.e. 4 tiles can share 1 vertex; it is impossible to create a cliff by using tile edges.
3) Below a certain height, tiles are under water
versus
4) up to a height of 32 m all terrain is under water by default; if a part of the map is connected to any other body of water it will be flooded by water.
Above a certain height tiles are mountains and inherit all relevant characteristics
Terraforming happens automatically while laying track or constructing buildings; players can also terraform the map manually by using a set of designated tools
Terraforming costs money; some landscape features like rivers, hard bedrock or shoreline cannot be modified but are generated at the start of a new game
Unknown: maybe the game should store origin heights of all vertices and base terraforming costs on how much deviation from the origin height occurred; this way terraforming would be much more limited, forcing players to manage hills or mountains rather then levelling them (as in TTD/LOMO)
Unknown: laying tracks will automatically terraform to a slope chosen by the player (0%, 0.5%, 1% etc)
Unknown: the game will randomly modify certain vertices due to erosion, causing the terrain to change
This is a long text and I suggest we divide it into multiple questions that we'll answer consecutively.
Question 1a: what do the four triangular areas suggested in 2) look and work like?
Question 1b: do the snap points for laying track suggested in 1) allow Bezier curves/b-splines?
1) The map is build up from rectangular tiles and the tiles are subdivided along the perimeter 18 times (thus making 5 per side) to define snap points for laying tracks
versus
2) tile edge is 16 metres long and is composed of four triangular areas (used for placement of some objects).
Terrain height is stored in 0.1m increments; tile vertices cannot differ in height more then 10 meters; terraforming tools will not allow terraforming pillars of rock; tiles are joint, i.e. 4 tiles can share 1 vertex; it is impossible to create a cliff by using tile edges.
3) Below a certain height, tiles are under water
versus
4) up to a height of 32 m all terrain is under water by default; if a part of the map is connected to any other body of water it will be flooded by water.
Above a certain height tiles are mountains and inherit all relevant characteristics
Terraforming happens automatically while laying track or constructing buildings; players can also terraform the map manually by using a set of designated tools
Terraforming costs money; some landscape features like rivers, hard bedrock or shoreline cannot be modified but are generated at the start of a new game
Unknown: maybe the game should store origin heights of all vertices and base terraforming costs on how much deviation from the origin height occurred; this way terraforming would be much more limited, forcing players to manage hills or mountains rather then levelling them (as in TTD/LOMO)
Unknown: laying tracks will automatically terraform to a slope chosen by the player (0%, 0.5%, 1% etc)
Unknown: the game will randomly modify certain vertices due to erosion, causing the terrain to change
This is a long text and I suggest we divide it into multiple questions that we'll answer consecutively.
Question 1a: what do the four triangular areas suggested in 2) look and work like?
Question 1b: do the snap points for laying track suggested in 1) allow Bezier curves/b-splines?