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10 maps are not enuff -

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I will justify this statement.

When a developer makes a mission they get to use current public areas...we don't

so...
developer mission:

Go to planet A - no map needed
land on planet - 1 map
beam off planet - no map needed
fly to another planet - no map needed
orbit new planet - no map needed
end mission on planet - 1 map

we try the same thing

Go to planet A - 1 map
land on planet - 1 map
beam off planet - 1 map
fly to another planet - can't do it, must simulate ..possible 1 map
orbit new planet -1 map
end mission on planet - 1 map

they made 2 maps, we needed 5-6 maps

Foundry writers write detailed and indepth stories, we need maps to do it.
If we as writers mainly just wanted to have a wham-bam...enemy mob shoot up, fine 10 work but
most of us want to write stories.

I hate making 2 part stories that should be single missions.....20 maps...please.
or let us use public space <unlikely>

Thank you
Meow
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    They should just fix it so that you can reuse maps more than once.

    And it should store whatever you make - maps, costumes, etc. in a personal library of assets so that you can quickly create copies of things and re-use them across several mission projects instead of having to recreate them every time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Incorporating sector space would be great. I really don't understand why we can't just set the map transition like this:

    Go from Andoria system to Andoria Ground to Andoria Space

    next transition:

    Go from P'jem Space to P'jem ground.


    Right now we can't do that. If we could it would easily incorporate sector space travel.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Galactrix wrote: »
    They should just fix it so that you can reuse maps more than once.

    And it should store whatever you make - maps, costumes, etc. in a personal library of assets so that you can quickly create copies of things and re-use them across several mission projects instead of having to recreate them every time.

    Agree 100%!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I agree with this 1000% - the amount of work we have to do is unecessarily repetitive and should not be not required. Fixing these issues would help streamline our work tremendously.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    reuse current maps or more maps...or use of public areas

    one of the three , please
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    It becomes even worse when you do make a series and you have to redo everything all over again.
    Some basic map and character saves would be great, though I guess the memory sinkhole would get pretty big for them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    SBCouto wrote: »
    It becomes even worse when you do make a series and you have to redo everything all over again.
    Some basic map and character saves would be great, though I guess the memory sinkhole would get pretty big for them.

    Actually it would be less. If they saved your map once as an asset you could reuse, it takes less space than you having to recreate the map 10 different times and taking 10 times more space, doesn't it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    That actually sounds very true!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Map reuse should be supported, I agree. However, I think it's a massive change to the way their game-scripting and instancing engine works. :eek:

    Luckily, they could resolve our issues by allowing us to create new maps as copies of our old maps, and also increase the map limit and at the same time, support story-arcs more firmly so that players may move from one story-arc to the other without having to search for the next part of an arc! :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    LordOfPit wrote: »
    Map reuse should be supported, I agree. However, I think it's a massive change to the way their game-scripting and instancing engine works. :eek:

    They kind of do it in Night of the Comet. You blast everyone in the bar, then you go talk to Scotty on the same map and when you walk with him back to the bar, everyone has changed positions and is prepared for the next part of the mission (the drink stuff) which is all on the same map being reused again.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I'm thinking of creating a User Palette of maps, costumes and objects for the individual authors.. You put them in your palette for easy quick access across your whole foundry editor setup for use between different missions.

    It should be relatively simple to implement and would streamline story arc creation. I can't believe no one on the "other side" did not think of this before in the original concept of an editor/creation system.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    In thier defense a bit...they severly limited the foundry on test because they
    had no idea if it would work well....or be a mess.

    It works...bugs, yes
    but overall works.

    Time to loosen up on the restrictions.

    More maps...even 6 more would be a great help
    Copy function on maps, costumes ect..
    Full customization on custumes
    wander waypoints
    destructable objects
    player ship interiors
    full use of public maps <sector space only>
    Inport/export of text files used in story for ease of spelling/grammer check via 3rd party program
    customizable interior map creation

    and later cut scenes

    Foundry works - time to let it show its true power

    Meow
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Galactrix wrote: »
    ...everyone has changed positions and is prepared for the next part of the mission (the drink stuff) which is all on the same map being reused again.
    I don't think that's map re-use so much as it is using scripted triggers and state transformations that we still do not have access to in the Foundry. It'd be map re-use if there was a map-transfer between the fighting and the craft-a-drink parts of the mission, but I don't remember such a map-transfer, do you? :o
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