RE: [stella] Role-Playing Game Development

Subject: RE: [stella] Role-Playing Game Development
From: Amos Bannister <arb@xxxxxxxxxxxxxxxx>
Date: Mon, 21 Jun 1999 15:54:51 +1000
 > From: Dan Knapp [mailto:dankna@xxxxxxxxxxxxxx]

 > > Incidentally, this (256x256) is the exact size of 
 > Britannia, at least in
 > > the Commodore 64 and PC versions of Ultima IV (and 
 > probably all versions). 
 > > Before I wrote a map decoder for Ultima IV and deciphered 
 > the game map
 > > file on the floppy I would have sworn that the surface of 
 > Britannia had to
 > > have been larger than that since 256x256 doesn't sound 
 > very large, but in
 > > practice it does yield quite a large world. 

 >   Oh, yes.  It may be sacrilege to mention it on this list, 
 > but Hyrule is
 > only 16*16 (in Zelda 1), plus the dungeons which are really 
 > just a few
 > basic room-patterns used multiple times.  So 256*256 is more 
 > locations by a
 > factor of 256.  However, you can't possibly fit that many 
 > distinct locations
 > in 16k - at a byte per location that would be 64k; multiply 
 > by 10 or more.

Speaking of sacrelige - never say something can't be done on the 2600 in
this list! A 256*256 grid fully populated would need 65536 cells to be
encoded true, but mapping that much area is going to be very
time-consuming, and not worth the effort. Instead, all you would have to
do is create a sparse-array of "populated" cells, and have a handful of
"generic" "empty" cells which could be used for cells not in the
sparse-array. You could use a simple function to map broad details
(desert, water, forest, mountain, snow) and have maybe two or three
generic examples of each type. When a cell is referenced that is not in
the list, pick a random cell of the relevant type and use that one.

I could envisage a 256*256 world being able to be encoded in 16K.
Admittedly only a small percentage of it would be actually defined (say
10% - still a large number of cells) but most users would not notice
this, and the world will seem incredibly rich and "explorable".

Personally, I think 256*256 would be overkill on the VCS, but I'd love
to see someone do it. (And I am sure someone will.)


-- 
Amos Bannister
Principal Developer
Stratagem Infobase
West Melbourne, AUSTRALIA




--
Archives (includes files) at http://www.biglist.com/lists/stella/archives/
Unsub & more at http://www.biglist.com/lists/stella/

Current Thread