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Re: Dynamic shapeshifting maps

PostPosted: Mon Apr 14, 2014 8:53 pm
by DiM
bigWham wrote:
DiM wrote:ok for testing purposes here's the large and small island of doom with a volcano eruption bigger lava flow and more steam

as for the transformations i have a tron-like map in the (very) early stages of development that uses them extensively. a map that when it's done could potentially be transformed to a dynamic map too.


Ok, this was a little harder than I had expected, but I got something done. On Beta if you play Island Of Doom, the map changes on Round 4. Best way to see it is play a bot and watch carefully as it goes from Round 3 to 4. Looks pretty cool if you are watching it... but probably would not be noticed otherwise.... but this is just a proof of concept, so we can start strutting down this path together. The rules currently support changing the map image any number of times based on the round.



it works like a charm and sure, the change is not spectacular cause it's not a huge graphical thing (like the bomber) but it's there and it's proof this thing works.

great job.

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 4:13 am
by kizkiz
Ok, so you could theoretically change the look of the map each turn by overlaying a different picture, but you cannot change the designation of the territory,
Ie: it cannot change from a normal to a decay to a bombard etc?

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 4:28 am
by Lord Arioch
So i also dont know sh#¤t about coding:) but i was thinking could u do a map of say a space station... were first see the entire station and color for each players then u can click on say enginge room it zooms up as a map u do your moves, click it it zooms back u check colors and click say bridge it zooms up and so on IF it were possible u could create really large maps that interacts with each other:)

hope u get what i mean here

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 10:24 am
by bigWham
kizkiz wrote:Ok, so you could theoretically change the look of the map each turn by overlaying a different picture, but you cannot change the designation of the territory,
Ie: it cannot change from a normal to a decay to a bombard etc?


Transformations can handle a lot of things, by changing armies that are on the map.... but they cannot change the rules of the map. that is for future development.

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 10:27 am
by bigWham
Lord Arioch wrote:So i also dont know sh#¤t about coding:) but i was thinking could u do a map of say a space station... were first see the entire station and color for each players then u can click on say enginge room it zooms up as a map u do your moves, click it it zooms back u check colors and click say bridge it zooms up and so on IF it were possible u could create really large maps that interacts with each other:)

hope u get what i mean here


yep, this type of idea is where we want to go. we are not there yet, but together we can get there!

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 10:47 am
by MoB Deadly
I just caught up on this thread. This is so fucking cool.

This would really REALLY set CC apart from other sites.

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 11:51 am
by kizkiz
3d maps that you can zoom in and out of.
Something to look forward to :D

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 11:59 am
by DiM
kizkiz wrote:3d maps that you can zoom in and out of.
Something to look forward to :D


say no more. i've been trying to do that since 2007.

check out my 3d map project

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 12:02 pm
by Lord Arioch
Sweet i got map ideas ... and time to research ... but sadly i lack coding competence:( but im happy to crack ideas which im really good at:)

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 15, 2014 6:39 pm
by MrBenn
If this could be done to take into account conditional borders, that would be pretty awesome (although note previous concerns about fog... although surely a 'foggy' version of an image could be produced?)

Re: Dynamic shapeshifting maps

PostPosted: Wed Apr 16, 2014 12:58 am
by Lord Arioch
Back in the good ol days... i played a game called powermonger (i think) on atari ... :) it was a strategy game in 3d, u had a landscape u could rotate to see enemies and stuff from different angles which were important when trying to project a trajectory for a cannon:) anyway if they could do that in like -89 we ought to be able to do REALLY cool stuff today?

Re: Dynamic shapeshifting maps

PostPosted: Mon Apr 21, 2014 5:06 pm
by bigWham
Hold on to your pantaloons folks, or in DiM's case shortaloons, I bring you...

Islands of Doom

Yeah, that is correct - a new map I created called "Islands of Doom"... it is similar to "Island of Doom" in most ways, with the exception that there are actually 2 islands.

Play this map on Beta, it is in Test mode, so scroll to the bottom of the map list. In-game you will see at the bottom of your map you get 2 links, "Island 1" and "Island 2", that allow you to flip between the Islands of Doom.

Island 1 is the regular island, Island 2 uses the exploding volcano graphic. Island 2 has only 1 terit, "Faistu2", which is connected to "Faistu" on Island 1.

Obviously this is just for demonstration purposes. The same logic put in place could handle a completely different visual island full of entirely different terits. You just have to define the connections between the terits in the XML in the normal way. I will share the XML required to do this soon, meanwhile check it out!

Note: certain features, like terit mouseovers, do not currently work properly on Island 2.

Re: Dynamic shapeshifting maps

PostPosted: Mon Apr 21, 2014 6:55 pm
by DiM
wow, nice. just tested it and it works like a charm. switching between maps is easy and it even works to use the clicky maps thing.

aside from adding a lot of depth to the gameplay, this thing can also help reduce the map size by a lot. heck on the second link you could put just the legend (if it's a big one) and simply write on the map something like "look on link 2 for the legend).
also multi-level map ideas (like 3d chess, or a dungeon with several layers).
heck if we can put more than 2 map images then in theory we could make 1 map for each player and then a map where they meet. let's say each player starts with a kingdom (with neutral terits on it) and he battles and developes his bonuses and then he attacks the exit and ends up on a "no man's land" map that's connected to all other kingdoms. such a map would be impossible right now because of the size limits but with this system it would be really easy to create.

Re: Dynamic shapeshifting maps

PostPosted: Mon Apr 21, 2014 7:02 pm
by bigWham
DiM wrote:wow, nice. just tested it and it works like a charm. switching between maps is easy and it even works to use the clicky maps thing.

aside from adding a lot of depth to the gameplay, this thing can also help reduce the map size by a lot. heck on the second link you could put just the legend (if it's a big one) and simply write on the map something like "look on link 2 for the legend).
also multi-level map ideas (like 3d chess, or a dungeon with several layers).
heck if we can put more than 2 map images then in theory we could make 1 map for each player and then a map where they meet. let's say each player starts with a kingdom (with neutral terits on it) and he battles and developes his bonuses and then he attacks the exit and ends up on a "no man's land" map that's connected to all other kingdoms. such a map would be impossible right now because of the size limits but with this system it would be really easy to create.


Let's Doooooooooo-ooh-ooh it!!!

Honestly, can't wait to see what we can come up with.

Re: Dynamic shapeshifting maps

PostPosted: Mon Apr 21, 2014 7:10 pm
by MoB Deadly
Click to see legends would be really amazing.
Map makers can really spell everything out then and don't have to worry about it taking up precious map space
Especially since we have some really complex maps

Re: Dynamic shapeshifting maps

PostPosted: Mon Apr 21, 2014 7:21 pm
by DiM
bigWham wrote:
DiM wrote:wow, nice. just tested it and it works like a charm. switching between maps is easy and it even works to use the clicky maps thing.

aside from adding a lot of depth to the gameplay, this thing can also help reduce the map size by a lot. heck on the second link you could put just the legend (if it's a big one) and simply write on the map something like "look on link 2 for the legend).
also multi-level map ideas (like 3d chess, or a dungeon with several layers).
heck if we can put more than 2 map images then in theory we could make 1 map for each player and then a map where they meet. let's say each player starts with a kingdom (with neutral terits on it) and he battles and developes his bonuses and then he attacks the exit and ends up on a "no man's land" map that's connected to all other kingdoms. such a map would be impossible right now because of the size limits but with this system it would be really easy to create.


Let's Doooooooooo-ooh-ooh it!!!
Honestly, can't wait to see what we can come up with.


i've mentioned before i had started working on a tron-like map. i will try to modify it to accomodate the multi-map thing. i'll keep it simple and make it for 4 players.

i'm kinda swamped at work but i'll try to post something as soon as possible. hopefully by the end of the week.

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 22, 2014 11:06 am
by Lord Arioch
An idea just occured:) could u instead of spoils have cards that influence the map... like rain everybody move like trench for a round unless u have sun card set to play then u ignore it... or is that just complicated and stupid :( :o :D

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 22, 2014 4:53 pm
by MrBenn
bigWham wrote:
DiM wrote:wow, nice. just tested it and it works like a charm. switching between maps is easy and it even works to use the clicky maps thing.

aside from adding a lot of depth to the gameplay, this thing can also help reduce the map size by a lot. heck on the second link you could put just the legend (if it's a big one) and simply write on the map something like "look on link 2 for the legend).
also multi-level map ideas (like 3d chess, or a dungeon with several layers).
heck if we can put more than 2 map images then in theory we could make 1 map for each player and then a map where they meet. let's say each player starts with a kingdom (with neutral terits on it) and he battles and developes his bonuses and then he attacks the exit and ends up on a "no man's land" map that's connected to all other kingdoms. such a map would be impossible right now because of the size limits but with this system it would be really easy to create.


Let's Doooooooooo-ooh-ooh it!!!

Honestly, can't wait to see what we can come up with.

I'm guessing the application of this functionality you've described would allow for multiple maps to be joined to form a single whole... so the First Nations map could have been formed by overlaying the North and South America First Nations maps (if the dimensions had matched).
This leads me to believe that WM / Jota's Draknor map trilogy could finally be made as originally intended (although maps II and III would need to be completed first!)

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 22, 2014 5:18 pm
by DiM
mr benn has a good point, do the map images have to be the same size? currently i have different sizes. some are 700*500 and the main one is 800*800. (these are the large versions)

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 22, 2014 5:56 pm
by bigWham
MrBenn wrote:
bigWham wrote:
DiM wrote:wow, nice. just tested it and it works like a charm. switching between maps is easy and it even works to use the clicky maps thing.

aside from adding a lot of depth to the gameplay, this thing can also help reduce the map size by a lot. heck on the second link you could put just the legend (if it's a big one) and simply write on the map something like "look on link 2 for the legend).
also multi-level map ideas (like 3d chess, or a dungeon with several layers).
heck if we can put more than 2 map images then in theory we could make 1 map for each player and then a map where they meet. let's say each player starts with a kingdom (with neutral terits on it) and he battles and developes his bonuses and then he attacks the exit and ends up on a "no man's land" map that's connected to all other kingdoms. such a map would be impossible right now because of the size limits but with this system it would be really easy to create.


Let's Doooooooooo-ooh-ooh it!!!

Honestly, can't wait to see what we can come up with.

I'm guessing the application of this functionality you've described would allow for multiple maps to be joined to form a single whole... so the First Nations map could have been formed by overlaying the North and South America First Nations maps (if the dimensions had matched).
This leads me to believe that WM / Jota's Draknor map trilogy could finally be made as originally intended (although maps II and III would need to be completed first!)


Yes this can be used to join maps together.

It is not actually necessary for the dimensions to match as far as the XML is concerned... this may be a concern for user experience however, as moving through maps of different sizes may produce an awkward jilting experience.

what i would tend to do is make all images the dimensions of the largest required, even if you don't need all the space (just fill it in with something nice).

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 22, 2014 5:58 pm
by bigWham
DiM wrote:mr benn has a good point, do the map images have to be the same size? currently i have different sizes. some are 700*500 and the main one is 800*800. (these are the large versions)


as above, it is not required but i think it will provide a better user experience if they are the same (800x800). just fill the unneeded space in with something.

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 22, 2014 6:36 pm
by DiM
map started here: 01010101

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 22, 2014 6:44 pm
by bigWham
DiM wrote:map started here: 01010101


looks good! i presume the gates connect to the other maps.

Re: Dynamic shapeshifting maps

PostPosted: Tue Apr 22, 2014 6:48 pm
by DiM
the gates open the vr tunnel which leads to the battle arena. in the battle arena you either fight to hold the objective or you go through the enemy vr tunnel and conquer his base.
it will all be more clear once i make the battle arena image.

Re: Dynamic shapeshifting maps

PostPosted: Wed Apr 23, 2014 12:17 am
by bigWham
Here is the XML used to create Islands of Doom.

The critical concept is "stages". You define stages, which are separate "screens", and currently have 3 tags: <name>,<id> and <images>.

In this case I have also used our previous innovation in this thread to make the stage change image on round 4, via the <conditions> tag. if <images> are not defined, or conditions are not met, then the default images will be used... in this case the regular island of doom map.... so island 1 did not need an images tag.

<stages>
<stage>
<name>Island 1</name>
<id>1</id>
</stage>
<stage>
<name>Island 2</name>
<id>2</id>
<images>
<image>
<conditions>
<condition>
<type>round</type>
<minvalue>4</minvalue>
</condition>
</conditions>
<type>small</type>
<file>Island_Of_Doom2.S_2.jpg</file>
</image>
<image>
<conditions>
<condition>
<type>round</type>
<minvalue>4</minvalue>
</condition>
</conditions>
<type>large</type>
<file>Island_Of_Doom2.L_2.jpg</file>
</image>
</images>
</stage>
</stages>

The only other thing that is needed is adding a tag to the territory node to place it on the appropriate stage. if it does not have one the engine assumes the territory is on stage 1, so i did not need to edit the rest of the xml... i just created a new territory Faistu2 as below. I did also link Faistu to Faistu2.

<territory>
<name>Faistu2</name>
<stage>2</stage>
<borders>
<border>Faistu</border>
</borders>
<coordinates>
<smallx>96</smallx>
<smally>589</smally>
<largex>121</largex>
<largey>730</largey>
</coordinates>
</territory>