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Fast travel suggestion

Posted: Wed Jul 11, 2012 5:36 pm
by shadowdisciple
Hello, I think that a world map for the game would be a great idea and players would really benefit from a 'fast travel' system so players have the option to fast travel to towns and villages they have previously visited by clicking on the towns icon on the map. Also if possible could you please Finnish the Lodar's hide away quest in the next update? Thank you

Re: Fast travel suggestion

Posted: Wed Jul 11, 2012 5:42 pm
by Sarumar
Welcom the forums adventurer !

Intresting but not a new suggestion. This game is still a beta and it will develops in any update. Please keep on posting your ideas here and if there something in your mind.. just ask.

Happy hunting

Re: Fast travel suggestion

Posted: Thu Jul 12, 2012 7:58 am
by Piggy the Slayer
I quite like the realism of having to hoof it from say Remgard to BWM. Ok its a long trip but IMO thats how it should stay. Perhaps as the game gets much bigger covering an even larger map area perhaps there could be a couple of time saving teleport stones like the one in BWM. Does getting from Loneford to Prim really take that long? There is plenty of XP to be gained on these journeys. Having said this I can see why some might find this too much of a slog especially if it costs you in healing potions.

Re: Fast travel suggestion

Posted: Thu Jul 12, 2012 10:57 am
by Antison
Piggy the Slayer wrote:I quite like the realism of having to hoof it from say Remgard to BWM. Ok its a long trip but IMO thats how it should stay. Perhaps as the game gets much bigger covering an even larger map area perhaps there could be a couple of time saving teleport stones like the one in BWM. Does getting from Loneford to Prim really take that long? There is plenty of XP to be gained on these journeys. Having said this I can see why some might find this too much of a slog especially if it costs you in healing potions.
You mentioned realism, I would still like to see it get dark outside as the hero makes the X hour trip from Remgard to Blackwater.

Re: Fast travel suggestion

Posted: Thu Jul 12, 2012 12:30 pm
by Piggy the Slayer
Night and day cycle would be a nice touch. I think it was mentioned before that perhaps different more dangerous monsters could appear at night.

Re: Fast travel suggestion

Posted: Thu Jul 12, 2012 3:29 pm
by sdevaney
tek wrote:
Piggy the Slayer wrote:I quite like the realism of having to hoof it from say Remgard to BWM. Ok its a long trip but IMO thats how it should stay. Perhaps as the game gets much bigger covering an even larger map area perhaps there could be a couple of time saving teleport stones like the one in BWM. Does getting from Loneford to Prim really take that long? There is plenty of XP to be gained on these journeys. Having said this I can see why some might find this too much of a slog especially if it costs you in healing potions.
You mentioned realism, I would still like to see it get dark outside as the hero makes the X hour trip from Remgard to Blackwater.
Piggy the Slayer wrote:Night and day cycle would be a nice touch. I think it was mentioned before that perhaps different more dangerous monsters could appear at night.
There is discussion going on about switching from a software based render to opengl es which would support things like night/day and weather. It would be a HUGE development challenge because a lot of code would have to be completely re-written. Maybe something for AT2 :D

Re: Fast travel suggestion

Posted: Thu Jul 12, 2012 10:46 pm
by Antison
Why not just implement this with a map layer that gradually gets dark, then at its darkest it will start to lighten up again? Thus simulating sun set/rise.

Re: Fast travel suggestion

Posted: Thu Jul 12, 2012 11:55 pm
by sdevaney
tek wrote:Why not just implement this with a map layer that gradually gets dark, then at its darkest it will start to lighten up again? Thus simulating sun set/rise.
We would have to cover all maps in several layers of different opacity tile and basically stack them to get the darkening effect and then remove them to lighten it up.

While that might work I don't think it is the best way to go about it because I see it adding a lot to the overall apk size and eating away battery life (depending how often night/day cycles happen).

I think if it gets done at all we would rather do it the harder but better way.

Re: Fast travel suggestion

Posted: Fri Jul 13, 2012 12:25 am
by Mino
First, I don't need too much reality in my game where I can kill giant trolls with my bare hands.
But on top of that, aren't there parts of the world where the sun stays out for months at a time, or it stays dark for months at a time? Just assume that its like that, and while you're underground in some caves, you missed night time.

Or who's to say that the world Andor and his brother live in doesn't always have day time? :geek:

Re: Fast travel suggestion

Posted: Fri Jul 13, 2012 12:52 am
by Antison
sdevaney wrote:
tek wrote:Why not just implement this with a map layer that gradually gets dark, then at its darkest it will start to lighten up again? Thus simulating sun set/rise.
We would have to cover all maps in several layers of different opacity tile and basically stack them to get the darkening effect and then remove them to lighten it up.

While that might work I don't think it is the best way to go about it because I see it adding a lot to the overall apk size and eating away battery life (depending how often night/day cycles happen).

I think if it gets done at all we would rather do it the harder but better way.
Absolutely! Shortcuts in software development will always find a way bit you in the rear end. I am not aware of how the map is implemented as I have never downloaded the code base.