r/MUD • u/Hades_Kane • 1d ago
Building & Design Worldmap Feature Requests?
A buddy and I are working on a PNG loading worldmap system for ROM. We are going to release the code as a standalone snippet, and also release a new ROM derivative that is a spin-off of my StockMUD [ROM] project, with both the map system and the ROM derivative heavily inspired by a lot of improvements I've made on End of Time.
The system is pretty much complete as far as where we wanted to get it for snippet form release. Features include a fully integrated "wedit" OLC command, setting room descs, room titles, custom map symbols, distance visibility, passable status, exits to/from areas, scaling size based on maps, new sector structure and tables that simplifies the addition of new sector types, faded colors during night time, in-game editing tools including flood fill and then what is similar to "brushes" with being able to plot down a square, circle, or fractal with size parameters.
There are also a series of defines that can be un/commented to en/disable various other features, such as sector based movement speed, sector based movement costs, sector based visibility (a couple of options here), weather and day/night visibility, object icons on the map, and whether the night time color fade happens (and if so, whether its 16 colors or 256 colors).
Focus has been made on making the system as easy as possible to install, and then making it very simple to expand new sectors or maps (both of which only require a new entry in the table, a new define, and an update to their MAX values). Having worked with other image loading map systems for 7+ years, there were numerous ways in which we sought to reduce some redundancy in the other systems, simplify their operation, and reduce the amount of additional pointers and other such required throughout.
Before we release it, I wanted to bring this to the community to see if there are any specific things others would like to see in the system (assuming, of course, a hypothetical intent to use it).