GUI: Map and Locations

Awesome concepts keep up the good work guys.

I always thought that the warps would be similar in concept to the ones powered by Oort stone (just not powerful enough to jump from one world to another). You set them up, physically, and create a permanent connection between 2 points. I guess I was way off base with that one!

By the looks of it, it will be an additional money-sink… although, who the coin gets paid to, I don’t know!

I’d prefer to have them be physically based in the world as well… you could always put a Central Guild tax on their use :wink:

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A popping up “pocket portal” sounds like a really really cool idea:

One way to make it extra awesome would be to make it a “hardwired” crafted item [1 Stone Chunk + Location token] = One one-use warp that takes you to the location of the used location-token. So versed explorers could sell warps to exotic locations they´ve found.
Said location token could be crafted in the UI [right click on the location -> create token -> pay 100 coin].

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Warps have been used to talk about temporary portals for quite a while now at least[quote=“Vastar, post:11, topic:4083”]
A popping up “pocket portal” sounds like a really really cool idea:
[/quote]
That looks amazing :smiley:

Yes, that’s an iso view of a lower-lod of the part of the world you’re in. Intention is to provide additional zoom levels on the world by exposing higher lod levels. Intention is that unlocking Map is a crafting process per world.

Warping isn’t the same thing as creating a Portal (not covered here). Intention with Warping is to provide a secondary function to Portals. It’ll have to expose a GUI at some point, but there will be likely be multiple ways of exposing that GUI. For example: Consume a Warp Mass > Locations GUI presented > Choose destination > Warp. Or: Open Locations > Choose destination > Warp.

This is one of those tricky UX vs immersion things. We want to expose interesting options with Warping (Warp to Saved Location, Warp to Player, Warp Home, Warp to Random (This World), Warp to Random (Any World) and so on. So it likely needs GUI, but how you get there is debatable. Good points shared here, thanks!

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Omg 3D map that will be awesome

Quick question (with most likely not such an easy answer)

Could the 3D-map system be used in the game world?
For example to make some kind of 3D-map room. Where you have a table/machine and on top of that a hologram(-ish) projection of the world around a certain point.

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That’s our plan for how the Beacons will look.

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That’s the coolest beacon solution imaginable!

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What if you need a location token from the place you want to go to, and you place those in a sort of portable “warp console” thing that creates a temporary portal and consumes something (like oort shards, warp crystals, etc).

This way you get an easy to use GUI, while not breaking immersion. Honestly for me, if there is just ‘pay to insta-warp’ that would be incredibly disappointing.

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Sounds amazing!

That’s certainly one way of doing it – but it’s pretty convoluted. Need to strike a balance between in-game thematics and a good user experience.

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Woah! I have no idea how this will work in terms of saving locations and stuff, but this looks like a REALLY cool idea in terms of maps, especially the “side-view” wireframe look and the waypoint pathfinding. I’ve added this to the collection under Map Concepts 1 & 2.

Although this does seem a cool idea, however, is the plan for pathfinding in the UI meant to be unobtrusive? Meaning you don’t spend all the game looking at your waypoint, and rather looking at the actual game? I really hate it when games don’t do this.

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The shwoop is probably the most important part!

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I know these are only placeholder designs for layout etc and the content is not necessarily what will appear in game, but I’m concerned about what you have for warps - namely, by the looks of it, you are able to warp to other worlds.

If that is so, I’m quite against that concept, as it will make Portals a one use kind of thing. Why would people bother using a portal when they can simply set a waypoint and warp everywhere (unless you’re limited on the number of waypoints you can have and the cost involved in warping is much higher than using a portal).

For me, I think warping should only be available around the world you are currently on, not between worlds. Portals, being a fixed emplacement, give the feeling of being higher powered, hence being able to transport matter between worlds, whereas warps, being a seemingly handheld device, would be less powerful I think.

I know I’m jumping the gun on how this all works, so I can’t put any of this into context really - take it as more my thoughts and ideas than critique.


The only other concern I have with warps is better explained in the following scenario…

  • Player A has set a waypoint, and warps to it quite often…
  • Player B finds a nice area and decides to beacon it… not knowing that this is a waypoint for another player. They build a house and beacon it. They lock all the doors on their house.
  • Player A warps to the waypoint once again, only to find themselves in a locked house where they can’t break any blocks or open any doors. They don’t have enough resources to warp again. They’re effectively trapped… Rage quit …
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I think there may be some misinterpretation going on here. The locations are organized by “current world” and “other worlds”. It’s reasonable to assume that this gui menu is meant to show us our way points on all worlds, but only allows warping to waypoints under the “current world” category.

As for your second concern, I believe this was once directly addressed by a dev back when they first announced the portal and warp systems. As I recall, Portals and warps stay open for a short period, allowing players to step through, appraise their surroundings, and if necessary, retreat.

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I never assume anything ^^ - which is why I asked and put my thoughts to the forums - only way to know something is to ask the question :wink: I hope this is the case of just warping around your current world though.

Good to know it’s already been thought of! I spend more than a little time testing colleagues code and processes, so I’m just thinking up scenarios in which things could get broken or the player could just stuck.

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I realize a lot of the details from this post may no longer be valid (such as “world tiers”) but assuming the basic functions are the same, it looks like warps will remain open 60 seconds

Again, that thread is 1 year old now.

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