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- Crowfall - Fly on the Wall: World-Building Strike Team Pt. 1
- https://youtu.be/3eWMRLFCmg0
- -
- 2
- 00:00:13,950 --> 00:00:16,209
- or is it with the secret master trainer
- 3
- 00:00:16,209 --> 00:00:18,310
- but we can't wait to tell their doesn't
- 4
- 00:00:18,310 --> 00:00:22,000
- turn on optimization what are you
- 5
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- serious it's that much better it's way
- 6
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- better to take this over 1600 way over
- 7
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- 60 yeah I'm running 75 plus whoo starter
- 8
- 00:00:32,049 --> 00:00:34,840
- he came in on 1000 that time what's that
- 9
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- just Jason been a badass just we're
- 10
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- finding something with the terrain when
- 11
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- we could do this different loop with how
- 12
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- we're exporting it and he's getting wait
- 13
- 00:00:45,550 --> 00:00:48,600
- wait how do you move two messages it's
- 14
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- any terrains or something no no no
- 15
- 00:00:51,250 --> 00:00:53,800
- that's it it's just the way we were
- 16
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- exporting it oh really
- 17
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- yeah that's pretty cool there's some
- 18
- 00:00:56,500 --> 00:00:58,300
- things that basically there's there's a
- 19
- 00:00:58,300 --> 00:01:00,040
- checkbox that says make terrain fast and
- 20
- 00:01:00,040 --> 00:01:06,250
- we weren't checking it oh yeah character
- 21
- 00:01:06,250 --> 00:01:08,080
- one I thought was the LED system broken
- 22
- 00:01:08,080 --> 00:01:09,700
- in between with the last merge because
- 23
- 00:01:09,700 --> 00:01:11,259
- it looked like you know Blair's machine
- 24
- 00:01:11,259 --> 00:01:13,659
- he went from like 75 down to 35 frames
- 25
- 00:01:13,659 --> 00:01:16,600
- that one version of that probably isn't
- 26
- 00:01:16,600 --> 00:01:18,100
- just characters because I don't you have
- 27
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- any characters on screen but yes every
- 28
- 00:01:19,600 --> 00:01:21,009
- one of the characters that's running is
- 29
- 00:01:21,009 --> 00:01:22,570
- still running the old versions because
- 30
- 00:01:22,570 --> 00:01:24,909
- we we exported on both branches and I
- 31
- 00:01:24,909 --> 00:01:26,920
- just told bill to throw it away okay so
- 32
- 00:01:26,920 --> 00:01:28,539
- I'm gonna go back and react sport that's
- 33
- 00:01:28,539 --> 00:01:31,359
- okay that was that was a big jump it
- 34
- 00:01:31,359 --> 00:01:34,060
- normally never is a Oh check this and
- 35
- 00:01:34,060 --> 00:01:34,719
- everything works
- 36
- 00:01:34,719 --> 00:01:37,139
- that's like never happened so okay so
- 37
- 00:01:37,139 --> 00:01:39,639
- okay so here's what I was thinking it's
- 38
- 00:01:39,639 --> 00:01:41,619
- we had talked about noise back first and
- 39
- 00:01:41,619 --> 00:01:44,829
- then dropping the continent blockers
- 40
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- right like big-ass mountain range goes
- 41
- 00:01:47,950 --> 00:01:52,689
- here and grows I was thinking instead of
- 42
- 00:01:52,689 --> 00:01:56,409
- that maybe we hold off on the on the
- 43
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- continent breakers right rivers and the
- 44
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- mountains oh I thought we would do the
- 45
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- rules system first watch which rule
- 46
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- system other one that decides whether
- 47
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- it's a beachhead and adventuring under
- 48
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- siege world oh I mean that's already
- 49
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- been decided by the timing it's rice
- 50
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- plain yes that's part of the campaign
- 51
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- manager right this is the island manager
- 52
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- we need to have like locations where we
- 53
- 00:02:17,270 --> 00:02:19,280
- can have players teleport yeah so that's
- 54
- 00:02:19,280 --> 00:02:21,080
- the next one I said was strongholds and
- 55
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- gates so gates was definitely already
- 56
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- there I added strongholds to it my
- 57
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- thought being so let's say that these
- 58
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- are the strongholds these are three
- 59
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- forts right and then here's my gates so
- 60
- 00:02:31,640 --> 00:02:33,050
- I dropped the strongholds in the gates
- 61
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- so then my thought was instead of
- 62
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- starting with here's a mountain range
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- and I have to then work around it
- 64
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- instead we do the road network
- 65
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- connecting these things first so we drop
- 66
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- the roads and then secondary to that we
- 67
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- go in and we drop the mountain range and
- 68
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- we make sure that each of these terrain
- 69
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- feature networks mountain range or river
- 70
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- or whatever they have at least a set of
- 71
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- tiles that say hey what what do I use if
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- a road goes through me so if a road is
- 73
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- already here and I'm doing a mountain
- 74
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- range that comes down like this I have a
- 75
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- specific tile that is a what happens if
- 76
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- we're riding - over on a road right here
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- tile with my mountain range so it's a
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- mountain pass tile right so the mountain
- 79
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- range set says oh and if I'm going along
- 80
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- and I'm trying to drop mountains right
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- here
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- I recognize that right here is a road so
- 83
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- I replace the normal straight piece that
- 84
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- was going to be there with a straight
- 85
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- with a mountain pass with a road cutting
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- through it so then you'd have the road
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- would actually come up naturally and it
- 88
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- would intersect this mountain range and
- 89
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- you have a really good mountain pass
- 90
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- yeah the the way I'm doing it right now
- 91
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- is I'm just doing a look-up on a table
- 92
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- to say hey I'm an empty location yeah
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- what's adjacent to me and then select a
- 94
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- select a piece based off of that so I
- 95
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- was suggesting that you have an override
- 96
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- where the road tile this this cell right
- 97
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- here has already been filled with a
- 98
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- north-south running road when you drop
- 99
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- this terrain feature it recognizes oh
- 100
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- that's been filled with the road I was
- 101
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- going to put in a north south facing
- 102
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- mountain pass or an east-west mountain
- 103
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- pass I flipped my orientation here but I
- 104
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- need to combine it with a road I have
- 105
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- one of those so I replace it with a
- 106
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- piece that is both it has ignored it has
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- already a road cutting through it and it
- 108
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- also has mountain range right here so
- 109
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- that now it accommodates both of those
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- networks
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- intersecting I really I think that would
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- be really cool because if it was a
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- canyon we would be coming along and it
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- would be normal Canyon and there's a
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- road bridge going across it if it's a
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- river there would be a really cool
- 117
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- bridge going across so if the mountain
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- range it would be a we we just make sure
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- that we have a road version in all of
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- these sets so Hills Forest Hill sources
- 121
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- yeah Forest would have like here's a
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- normal straight and if I happen to need
- 123
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- to put that straight down where there's
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- a road here's how the road moves through
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- the forest and it was made specifically
- 126
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- to blend these two networks that are
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- crossing does that make sense is that
- 128
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- too complicated no it would just require
- 129
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- um having an exclusion of roads being
- 130
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- considered as being adjacent pieces
- 131
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- okay basic that's basically and then
- 132
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- from that we would have to have a
- 133
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- look-up list of if I'm the type I put in
- 134
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- there right so I doesn't mean that we
- 135
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- would have to have so this could this
- 136
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- road though could intersect with this
- 137
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- network at any given time so that mean
- 138
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- that every single tile we have
- 139
- 00:05:30,660 --> 00:05:33,250
- combinations it gets really bad you're
- 140
- 00:05:33,250 --> 00:05:35,080
- gonna have to have every variant of that
- 141
- 00:05:35,080 --> 00:05:36,520
- type of road there these are not
- 142
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- excluded right we could say these are
- 143
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- actual blockers for a mountain and a
- 144
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- mountain chain has to go around and can
- 145
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- only go over straight okay so we're
- 146
- 00:05:44,740 --> 00:05:46,390
- gonna say or the other option is we have
- 147
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- the idea of an anchor piece for every
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- network we can say that we always want I
- 149
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- mean it seems kind of counterintuitive
- 150
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- but the anchor piece is this piece and
- 151
- 00:05:54,520 --> 00:05:57,760
- so Road every network of mountains or
- 152
- 00:05:57,760 --> 00:06:00,250
- whatever there's always intersect a road
- 153
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- somewhere but enemies all your mountains
- 154
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- which is all have a road they wouldn't
- 155
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- we can have another anchor piece that is
- 156
- 00:06:05,710 --> 00:06:07,720
- just a normal Mountain Omaha and then we
- 157
- 00:06:07,720 --> 00:06:09,669
- could throw like you know if we're gonna
- 158
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- put for or terrain feature networks on
- 159
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- this map two of them are gonna grow
- 160
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- naturally off of roads because we just
- 161
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- think that looks cool and two of them
- 162
- 00:06:17,740 --> 00:06:19,300
- are not so you would end up having a
- 163
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- mountain range here and a mountain range
- 164
- 00:06:20,530 --> 00:06:22,630
- up here but here's the one Road and
- 165
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- here's the next one
- 166
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- right so he would just kind of mix in a
- 167
- 00:06:25,450 --> 00:06:28,120
- couple of intersection pieces into the
- 168
- 00:06:28,120 --> 00:06:31,720
- road set the road deck as if that was
- 169
- 00:06:31,720 --> 00:06:34,930
- something says yeah yeah which they
- 170
- 00:06:34,930 --> 00:06:37,270
- liked the idea of intersecting networks
- 171
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- I think it's really cool
- 172
- 00:06:38,830 --> 00:06:39,940
- if you win with that idea that you had
- 173
- 00:06:39,940 --> 00:06:41,890
- an anchor for let's say just for a
- 174
- 00:06:41,890 --> 00:06:44,350
- normal mountain would you even flip this
- 175
- 00:06:44,350 --> 00:06:46,630
- the sense this is gonna have the road
- 176
- 00:06:46,630 --> 00:06:48,250
- because the reason why I'm asking is
- 177
- 00:06:48,250 --> 00:06:50,590
- what if you wanted this road network to
- 178
- 00:06:50,590 --> 00:06:52,630
- be separate than this one down here and
- 179
- 00:06:52,630 --> 00:06:54,550
- you had a mountain range to cut you have
- 180
- 00:06:54,550 --> 00:06:56,920
- to pick something in order first right
- 181
- 00:06:56,920 --> 00:06:59,200
- so my thought was we need to start with
- 182
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- the gates and the strongholds because
- 183
- 00:07:01,180 --> 00:07:02,500
- that's the most important thing is that
- 184
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- we get the spacing of those correct if
- 185
- 00:07:04,450 --> 00:07:06,280
- you have two strongholds for all three
- 186
- 00:07:06,280 --> 00:07:07,420
- strongholds right next to each other
- 187
- 00:07:07,420 --> 00:07:09,250
- that Maps kind of busted right I agree
- 188
- 00:07:09,250 --> 00:07:12,310
- so we were sewing with those two logical
- 189
- 00:07:12,310 --> 00:07:14,320
- and then because we did strongholds and
- 190
- 00:07:14,320 --> 00:07:16,120
- gates first it felt to me like building
- 191
- 00:07:16,120 --> 00:07:18,040
- the roads next would make the most sense
- 192
- 00:07:18,040 --> 00:07:20,350
- if not then we'd have to make the road
- 193
- 00:07:20,350 --> 00:07:22,720
- smart enough to go oh there's a mountain
- 194
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- range here and it doesn't have a pass I
- 195
- 00:07:24,970 --> 00:07:26,710
- mean I guess if some of their option is
- 196
- 00:07:26,710 --> 00:07:28,990
- the mountain range could just have mixed
- 197
- 00:07:28,990 --> 00:07:31,600
- in with it a like let's say the mountain
- 198
- 00:07:31,600 --> 00:07:33,550
- range goes like this and this particular
- 199
- 00:07:33,550 --> 00:07:36,100
- piece right here was a mountain range
- 200
- 00:07:36,100 --> 00:07:39,190
- with pass then it can just kind of pass
- 201
- 00:07:39,190 --> 00:07:41,170
- find and say oh I want to go right here
- 202
- 00:07:41,170 --> 00:07:43,090
- then that's a pass so I passed through
- 203
- 00:07:43,090 --> 00:07:44,920
- there and if it didn't have that then it
- 204
- 00:07:44,920 --> 00:07:46,480
- would go all the way around I mean
- 205
- 00:07:46,480 --> 00:07:47,710
- that's the other option is the roads
- 206
- 00:07:47,710 --> 00:07:49,450
- just have two paths find effectively
- 207
- 00:07:49,450 --> 00:07:52,030
- around the terrain features and then we
- 208
- 00:07:52,030 --> 00:07:54,250
- just include some of it's just you could
- 209
- 00:07:54,250 --> 00:07:56,380
- get something really weird like the path
- 210
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- is over here right next to the edge of
- 211
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- the world and why the would it go
- 212
- 00:08:01,150 --> 00:08:02,890
- around there let's just try what I was
- 213
- 00:08:02,890 --> 00:08:04,420
- worried about is if we if we do the
- 214
- 00:08:04,420 --> 00:08:06,340
- roads first they're gonna go probably
- 215
- 00:08:06,340 --> 00:08:09,010
- most likely to a straight line you know
- 216
- 00:08:09,010 --> 00:08:10,600
- they're pretty straight I mean if
- 217
- 00:08:10,600 --> 00:08:11,740
- there's nothing blocking them why
- 218
- 00:08:11,740 --> 00:08:13,510
- wouldn't they and so we didn't now I'm
- 219
- 00:08:13,510 --> 00:08:15,160
- gonna put blockers around those Road
- 220
- 00:08:15,160 --> 00:08:16,480
- testers so you think it'd be more
- 221
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- natural to have that does me dope
- 222
- 00:08:18,430 --> 00:08:19,690
- somewhere in Africa that's the way it
- 223
- 00:08:19,690 --> 00:08:20,890
- actually works all right it's not like
- 224
- 00:08:20,890 --> 00:08:22,330
- the mountain rain just came after the
- 225
- 00:08:22,330 --> 00:08:24,070
- roads that's what I was kind of thinking
- 226
- 00:08:24,070 --> 00:08:26,350
- so probably if we can have like a list
- 227
- 00:08:26,350 --> 00:08:28,150
- on the data side that says like okay
- 228
- 00:08:28,150 --> 00:08:29,860
- well here's a net this particular parcel
- 229
- 00:08:29,860 --> 00:08:31,840
- tile for the mountains has an analogue
- 230
- 00:08:31,840 --> 00:08:34,270
- road yeah alright and then maybe when it
- 231
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- hits when it finally hits on it along
- 232
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- its original path a tile where it
- 233
- 00:08:38,740 --> 00:08:40,150
- doesn't have a road it just kind of like
- 234
- 00:08:40,150 --> 00:08:42,010
- searches out to the sides until it finds
- 235
- 00:08:42,010 --> 00:08:43,840
- one thing okay does have an analogue for
- 236
- 00:08:43,840 --> 00:08:46,840
- okay so yeah the road basically the
- 237
- 00:08:46,840 --> 00:08:47,790
- algorithm that laid
- 238
- 00:08:47,790 --> 00:08:50,550
- the road will look and say hey my chant
- 239
- 00:08:50,550 --> 00:08:52,140
- my choices at this point I've hit a
- 240
- 00:08:52,140 --> 00:08:54,630
- mountain range is I can either go left I
- 241
- 00:08:54,630 --> 00:08:57,240
- can go right or I can change the tile
- 242
- 00:08:57,240 --> 00:08:58,890
- that's right in front of me if I have an
- 243
- 00:08:58,890 --> 00:09:00,630
- appropriate one to a mountain pass right
- 244
- 00:09:00,630 --> 00:09:02,700
- and if it does then it might change and
- 245
- 00:09:02,700 --> 00:09:04,830
- if it doesn't it goes left randomly so
- 246
- 00:09:04,830 --> 00:09:06,690
- okay I could went left now I still want
- 247
- 00:09:06,690 --> 00:09:09,030
- to go forward but I can't oh hey this
- 248
- 00:09:09,030 --> 00:09:11,160
- time it's a straight though I could put
- 249
- 00:09:11,160 --> 00:09:12,870
- them out and range here so I'm gonna do
- 250
- 00:09:12,870 --> 00:09:14,130
- that so the road so it would be
- 251
- 00:09:14,130 --> 00:09:17,370
- basically flipping these two the terrain
- 252
- 00:09:17,370 --> 00:09:19,020
- features would be first and then the
- 253
- 00:09:19,020 --> 00:09:21,570
- roads would try to walk around or blast
- 254
- 00:09:21,570 --> 00:09:22,920
- their way through what do you think is
- 255
- 00:09:22,920 --> 00:09:23,960
- that
- 256
- 00:09:23,960 --> 00:09:28,050
- okay yeah I really I think I like the
- 257
- 00:09:28,050 --> 00:09:30,270
- idea of mixing some of this in because
- 258
- 00:09:30,270 --> 00:09:32,010
- it'll make it feel more organic and
- 259
- 00:09:32,010 --> 00:09:33,390
- natural like people lived in this world
- 260
- 00:09:33,390 --> 00:09:35,640
- then just well the roads are one thing
- 261
- 00:09:35,640 --> 00:09:36,690
- the mountains are another and they don't
- 262
- 00:09:36,690 --> 00:09:38,400
- ever inner so I was worried about the
- 263
- 00:09:38,400 --> 00:09:39,720
- mountains as cool as they're gonna be
- 264
- 00:09:39,720 --> 00:09:42,450
- for just world blockers just how to get
- 265
- 00:09:42,450 --> 00:09:44,880
- through it right and you know well it's
- 266
- 00:09:44,880 --> 00:09:47,250
- like this mountain we can design this
- 267
- 00:09:47,250 --> 00:09:49,500
- particular parcel to be a PvP space oh
- 268
- 00:09:49,500 --> 00:09:51,240
- and we can make a level out of it on
- 269
- 00:09:51,240 --> 00:09:53,160
- purpose like hey let's make kind like
- 270
- 00:09:53,160 --> 00:09:54,540
- what you do with the castle yeah like
- 271
- 00:09:54,540 --> 00:09:56,340
- let's make it have lots of interesting
- 272
- 00:09:56,340 --> 00:09:57,780
- notes and crannies and vantage points
- 273
- 00:09:57,780 --> 00:09:59,370
- and stuff like that to make it more
- 274
- 00:09:59,370 --> 00:10:02,100
- interesting as a PvP space okay so then
- 275
- 00:10:02,100 --> 00:10:03,930
- after these two so I need to flip these
- 276
- 00:10:03,930 --> 00:10:07,290
- to make a note of that so we'll forget
- 277
- 00:10:07,290 --> 00:10:10,530
- then the adventure networks I figured we
- 278
- 00:10:10,530 --> 00:10:14,220
- would drop other anchor spots and then
- 279
- 00:10:14,220 --> 00:10:15,690
- we would just kind of grow the networks
- 280
- 00:10:15,690 --> 00:10:18,150
- out from them until they hit other
- 281
- 00:10:18,150 --> 00:10:20,190
- things like this one might say how I
- 282
- 00:10:20,190 --> 00:10:21,840
- want to grow I can grow in this
- 283
- 00:10:21,840 --> 00:10:23,310
- direction this direction or this
- 284
- 00:10:23,310 --> 00:10:25,620
- direction so it starts to grow and then
- 285
- 00:10:25,620 --> 00:10:26,700
- it hits a road and it's like well I
- 286
- 00:10:26,700 --> 00:10:28,050
- can't grow there anymore so let's go
- 287
- 00:10:28,050 --> 00:10:29,580
- over here this isn't like a forced
- 288
- 00:10:29,580 --> 00:10:31,710
- adventure yeah it could be a forest it
- 289
- 00:10:31,710 --> 00:10:33,660
- could be Union it could be a dungeon it
- 290
- 00:10:33,660 --> 00:10:35,670
- could be whatever the point is it starts
- 291
- 00:10:35,670 --> 00:10:36,900
- with an anchor point and it kind of who
- 292
- 00:10:36,900 --> 00:10:38,580
- knows the directions it can grow until
- 293
- 00:10:38,580 --> 00:10:40,320
- it hits something and if it hits a
- 294
- 00:10:40,320 --> 00:10:42,360
- mountain can't grow anymore so cap it
- 295
- 00:10:42,360 --> 00:10:44,760
- and go to the other side and it kind of
- 296
- 00:10:44,760 --> 00:10:47,310
- just kind of fills the area that is left
- 297
- 00:10:47,310 --> 00:10:50,040
- and then after that whatever is done and
- 298
- 00:10:50,040 --> 00:10:52,590
- left we just do filler parcels right and
- 299
- 00:10:52,590 --> 00:10:54,480
- those could be here that's ABC could be
- 300
- 00:10:54,480 --> 00:10:56,550
- here Oh parcels all the way down to this
- 301
- 00:10:56,550 --> 00:10:58,200
- you know it could be a farm it could be
- 302
- 00:10:58,200 --> 00:11:00,410
- nothing just 50 pasture
- 303
- 00:11:00,410 --> 00:11:03,280
- and then cliff had just last I guess
- 304
- 00:11:03,280 --> 00:11:06,140
- yeah that's that's pretty awesome yeah
- 305
- 00:11:06,140 --> 00:11:07,940
- so we'd have to make a variant of these
- 306
- 00:11:07,940 --> 00:11:10,610
- then for the beachhead for the adventure
- 307
- 00:11:10,610 --> 00:11:12,410
- goals in as usual so each of them would
- 308
- 00:11:12,410 --> 00:11:15,530
- be different variations of the same yeah
- 309
- 00:11:15,530 --> 00:11:17,210
- and then underneath each one of those
- 310
- 00:11:17,210 --> 00:11:19,490
- we're going to need a size and we're
- 311
- 00:11:19,490 --> 00:11:23,090
- gonna need my randomization height to be
- 312
- 00:11:23,090 --> 00:11:25,310
- able to say why is it a so none or
- 313
- 00:11:25,310 --> 00:11:27,710
- always have is it a stringing world is
- 314
- 00:11:27,710 --> 00:11:30,110
- it a really you know round world what
- 315
- 00:11:30,110 --> 00:11:34,400
- kind of do you want they were probably
- 316
- 00:11:34,400 --> 00:11:36,380
- falling here with her in DRC what you
- 317
- 00:11:36,380 --> 00:11:37,730
- would want to do it at the same step
- 318
- 00:11:37,730 --> 00:11:40,340
- because they would need the roads would
- 319
- 00:11:40,340 --> 00:11:41,870
- need to accommodate a doughnut right if
- 320
- 00:11:41,870 --> 00:11:44,030
- the doughnut dictate if this I'm just
- 321
- 00:11:44,030 --> 00:11:45,440
- gonna reuse all what the hell this
- 322
- 00:11:45,440 --> 00:11:47,300
- circle is for but if the doughnut goes
- 323
- 00:11:47,300 --> 00:11:48,110
- like this
- 324
- 00:11:48,110 --> 00:11:49,580
- it's gonna have an entry point right
- 325
- 00:11:49,580 --> 00:11:51,410
- here and right here you know the roads
- 326
- 00:11:51,410 --> 00:11:53,240
- can only go in and out through there I
- 327
- 00:11:53,240 --> 00:11:55,610
- mean that's just so that's just part of
- 328
- 00:11:55,610 --> 00:11:57,440
- the I guess the algorithm of path
- 329
- 00:11:57,440 --> 00:12:00,260
- finding you figure out how to go from
- 330
- 00:12:00,260 --> 00:12:02,330
- this city to this one if this one up
- 331
- 00:12:02,330 --> 00:12:04,760
- here is on that doughnut it's got an
- 332
- 00:12:04,760 --> 00:12:06,050
- insurance right there and an entrance
- 333
- 00:12:06,050 --> 00:12:07,460
- right there it's gonna have to find its
- 334
- 00:12:07,460 --> 00:12:09,350
- way to that in terms right is that a big
- 335
- 00:12:09,350 --> 00:12:12,320
- deal or not really it's just a matter of
- 336
- 00:12:12,320 --> 00:12:14,660
- working through it and you know making
- 337
- 00:12:14,660 --> 00:12:17,120
- sure it functions properly so not it
- 338
- 00:12:17,120 --> 00:12:19,040
- should be fine it's well everything has
- 339
- 00:12:19,040 --> 00:12:20,360
- to have a connection point for a rhythm
- 340
- 00:12:20,360 --> 00:12:22,760
- okay so that concept will be on all
- 341
- 00:12:22,760 --> 00:12:24,650
- these objects okay so if we then that
- 342
- 00:12:24,650 --> 00:12:27,530
- tells me if we wanted to decide have the
- 343
- 00:12:27,530 --> 00:12:29,720
- rows go to these rune Gates for example
- 344
- 00:12:29,720 --> 00:12:32,120
- or we didn't we could it's just been
- 345
- 00:12:32,120 --> 00:12:33,830
- whether or not we set up an entrance and
- 346
- 00:12:33,830 --> 00:12:36,200
- say yeah I want it to connect her idea
- 347
- 00:12:36,200 --> 00:12:37,910
- yeah you have to do is fly with the
- 348
- 00:12:37,910 --> 00:12:39,530
- parcel and say I want a road connecting
- 349
- 00:12:39,530 --> 00:12:41,570
- connection here oh we gonna do different
- 350
- 00:12:41,570 --> 00:12:43,700
- types so we have a connector uh I want a
- 351
- 00:12:43,700 --> 00:12:46,070
- mainline road versus a dirt like farm
- 352
- 00:12:46,070 --> 00:12:48,920
- road versus business highway like so the
- 353
- 00:12:48,920 --> 00:12:50,570
- room gates are connected on a dirt road
- 354
- 00:12:50,570 --> 00:12:52,640
- basis but the main cities are connected
- 355
- 00:12:52,640 --> 00:12:54,230
- with cobblestone that be determined
- 356
- 00:12:54,230 --> 00:12:55,940
- within the parcel itself isn't like on
- 357
- 00:12:55,940 --> 00:12:58,160
- export I don't know we have know how to
- 358
- 00:12:58,160 --> 00:12:59,930
- be any like do we have just one type of
- 359
- 00:12:59,930 --> 00:13:02,420
- Road connector or do we have to and the
- 360
- 00:13:02,420 --> 00:13:03,920
- other question that leads into is do the
- 361
- 00:13:03,920 --> 00:13:05,210
- roads break or they just single
- 362
- 00:13:05,210 --> 00:13:05,810
- point-to-point
- 363
- 00:13:05,810 --> 00:13:08,150
- like do if I wanted to go to the city
- 364
- 00:13:08,150 --> 00:13:10,280
- and to the city would it make more sense
- 365
- 00:13:10,280 --> 00:13:12,920
- to go here and then have it fork right
- 366
- 00:13:12,920 --> 00:13:13,700
- there is the
- 367
- 00:13:13,700 --> 00:13:15,880
- color but have it fork at some point
- 368
- 00:13:15,880 --> 00:13:18,530
- forces are more complicated but they're
- 369
- 00:13:18,530 --> 00:13:20,150
- also more interesting looking right
- 370
- 00:13:20,150 --> 00:13:24,590
- right so once I have the basic system
- 371
- 00:13:24,590 --> 00:13:26,270
- done it's basically going to go or it's
- 372
- 00:13:26,270 --> 00:13:27,680
- gonna go through the map and say give me
- 373
- 00:13:27,680 --> 00:13:30,260
- all your road connectors okay okay what
- 374
- 00:13:30,260 --> 00:13:31,580
- is it what's your distance from each
- 375
- 00:13:31,580 --> 00:13:33,380
- other okay group these ones together
- 376
- 00:13:33,380 --> 00:13:35,090
- they're the closest to each other and
- 377
- 00:13:35,090 --> 00:13:36,530
- then they're Chuck not try draw roads
- 378
- 00:13:36,530 --> 00:13:37,180
- okay
- 379
- 00:13:37,180 --> 00:13:40,100
- point-to-point and then we'll make maybe
- 380
- 00:13:40,100 --> 00:13:42,050
- consider like why junctions and stuff
- 381
- 00:13:42,050 --> 00:13:44,180
- like that later if a road ever
- 382
- 00:13:44,180 --> 00:13:46,640
- intersects another Road on its path to a
- 383
- 00:13:46,640 --> 00:13:49,070
- location that wouldn't create a natural
- 384
- 00:13:49,070 --> 00:13:52,070
- why okay that's fine that's another Road
- 385
- 00:13:52,070 --> 00:13:54,530
- I'd say okay change this guy to match up
- 386
- 00:13:54,530 --> 00:13:57,050
- with me now I've merged into the network
- 387
- 00:13:57,050 --> 00:13:59,510
- I don't need do it okay so if you've had
- 388
- 00:13:59,510 --> 00:14:02,330
- another city that was right here then
- 389
- 00:14:02,330 --> 00:14:04,400
- when it's trying to find a way to get
- 390
- 00:14:04,400 --> 00:14:07,220
- here maybe it recognizes if a road is
- 391
- 00:14:07,220 --> 00:14:08,870
- already here and it gives priority
- 392
- 00:14:08,870 --> 00:14:10,190
- because it could connect with only two
- 393
- 00:14:10,190 --> 00:14:12,170
- instead of having to create that Brad
- 394
- 00:14:12,170 --> 00:14:14,120
- okay no that's that's great that totally
- 395
- 00:14:14,120 --> 00:14:16,850
- works that solves that problem and then
- 396
- 00:14:16,850 --> 00:14:18,290
- I'll along the roads right now we don't
- 397
- 00:14:18,290 --> 00:14:19,700
- have any dioramas we don't have any
- 398
- 00:14:19,700 --> 00:14:21,920
- spots for anything yeah like I sent you
- 399
- 00:14:21,920 --> 00:14:23,990
- an image where I had a house in a while
- 400
- 00:14:23,990 --> 00:14:27,770
- and like at the two towers yeah yeah we
- 401
- 00:14:27,770 --> 00:14:29,750
- just need to go through and walk through
- 402
- 00:14:29,750 --> 00:14:31,790
- it and say okay what do we want areas I
- 403
- 00:14:31,790 --> 00:00:00,000
- just put dioramas in them okay
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