The build process (manual):
- Determine area size (based on outermost object within sphere) and duplicate area template (flat terrain with perimeter area transitions and a vfx grid)
- Locate primary (center) object and orbits of children bodies (i.e. planets)
- Create circular/eliptical walkwaypoints for each orbit
- Copy blueprint templates for non-unique bodies (sphere, cube, etc.) Modify classification to organize.
- Determine reasonable scale for bodies
- Modify template texture swap vfx for non-unique bodies, save as and apply. (Texture in db)
- Assign additional properties to bodies (convo, vars, etc., including possibly walkrate scaling)
- Paint bodies at proper location
- Do something to flag unique bodies/locations.
- Copy template for plc_sphere object (for phlogiston map) Assign variables. (Coordinate with sphere area for transitions)
- Build sub areas for planet/moon type systems (where determined)
- Coordinate body vars for world map-type GUI (Alternately, write unique GUI for each- location buttons concerns)
- Build overland maps for body areas (where applicable- a YATT function) Coordinate linkage
- (New module for each #2-4 items and areas ++level of detail
- Geonomicon (GUI) entries, etc. text/blob fields in db
- 2DA encounter/misc. tables
Of course, the notion of a sphere building plugin that could generate the above from simplified parameters (as opposed to translating some elements from AS3) appeals to me, as it would give others a headstart on creating.
I'll have a look at SkyWingvL's library, or any other places of suggestion. It's new ground for me, so any thoughts you might share would be appreciated.





Наверх






