Rework travelling between locations

This has been commented about to death (Franz ignoring distance, teleporting player, etc.) so I’ll just propose a solution.

Set an option in the game that dictates the max. amount of world units that the player can travel per message. Use an A* pathfinding algorithm or something similar and have Franz search for the entrance/exit of a zone.
Most worlds have layered zones (i.e. zones within zones) so I’ll describe this case, but the solution should work regardless. Basically plot a course from a POI marked ‘entrance’ (i.e. the exit of the current zone that the player is in), to the ‘entrance’ of the parent of the current zone, to the ‘entrance’ of the parent-parent current zone, etc. Then to the ‘entrance’ of the parent-parent target zone, then ‘entrance’ of the parent target zone, ‘entrance’ of the target zone, and finally the target POI.

This should provide a series of linear paths. Follow them, moving by no more than X amount of tiles per LLM message (where X is a parameter set in the world, i.e. 50), checking for hostiles/encounters between each turn. If there is an existing POI within, let’s say, 10 tiles of the projected linear path segment, move the player to that POI (unless, of course, the player explicitly says that they want to avoid that POI, for example if it’s a bandit camp). Otherwise, just move them according to the route, optionally generating new POIs along the way.

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Status

In Review

Board

💡 Feature Request

Tags

World

Date

3 months ago

Author

AvatarofAnon

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