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Waterworld 2.0 by Mind Map: Waterworld 2.0
0.0 stars - reviews range from 0 to 5

Waterworld 2.0

Combat

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Environment

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UI/Menu

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Trade

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Factions

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Building

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Donators

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Content

Models

Sounds

Textures & Images

General Gameplay

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Suggestions from Lord Ned

People want to fufill the role. One role might be the grand adventurer on a massive ship that thunders across the ocean with sails billowing and snapping and a great wake behind it. Another role might be a modest fisherman who has more of a dingy than a ship, who may or may not like interacting with the previous role. Then you might have mechanic roles who like to operate cranes and move ships around and buy/barter replacement parts, or (your water tank gave me this idea), a mantienence guy. You might have multiple places where leaks can happen or pumps can clog/die, or places where water needs to be switched on/off in branches. So you have to strike this creative balance between requiring stuff (Eg; You're required to have this part in your boat and any number of sub-parts 'break' and have to be replaced), or requiring someone to keep the water running, or requiring someone to do x or y, and then keeping it balanced by making it not too needy. If it's this huge map-based ecosystem where everything is required, sure you'll find people who'll play the roles because there's the need (Who might no otherwise, it's nice for players to feel important/rewarded) Matt: But if you make everything needy it adds a huge layer of complications, while if you don't need to do anything there's less player involvement.

I think the underlying problem with all of this is, you have to build a massively diverse world to deal with all the ranges of players. You have to have micro (pipe fixing, running power out to buildings, etc) and macro (giant ships whipping across the water), and to accomplish all of those is a lot of technical requirements, both a lot of code, and a lot of stress on the engine :s

Players will probably rapidly get bored with diving, even with air pockets or whatnot. You could make it more of a tense thing (Without there really being a DANGER DANGER situation), but as you dive and listen to the waves receed and your suit slowly ping, airgauges and pressure gagues on the hud get stuck and bounce around a little bit, rattling. If you can't physically interest them in the world, you can immerse them in the moment, remove them from current gameplay and use it as a retreat. Let them cozy into their own mind and play up things you'd think you'd encounter... Glowing lights on the fringe of their vision, their breath loud in their suit, darkening text and muting far-off text. Or provide them with something else, like you have to dive with a salvage hook and they're teathered to the hook

For boats and "seats" in boatsEg; Say you had a rope rigging model. You could make a seat where the player hangs off the side of it like in action movies, which makes player movement clean and not bouncy or skiddish.And the player feels awesome, he's presented with a 'clean' experience, and it doesn't restrict the players. It also keeps you from falling off edges and the like

Images from Tabtoxinine-β-lactam

Boats

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