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Save/Load map generation config as String

Posted: Sat Feb 16, 2013 1:05 am
by Poiasdope
What if we could save and load map generation configs as a hash text?
It would be easy for us to share with others even and would become even more great with the addition of new future settings.

Example image:
Image

Save would generate the hash and put it in the field so we could copy it. Load would load the pasted hash.
Just my 2 cents ;)

Re: Save/Load map generation config as String

Posted: Sat Feb 16, 2013 7:39 am
by mindreader
That is great idea. Please implement this.

Re: Save/Load map generation config as String

Posted: Sat Feb 16, 2013 7:47 am
by Xinvoker
Tbh I really don't see the point in sharing the config. If you could share the exact same map (seed) that would be useful, yes. I believe kovarex said he'd do that.

Re: Save/Load map generation config as String

Posted: Sat Feb 16, 2013 4:14 pm
by Poiasdope
Xinvoker wrote:Tbh I really don't see the point in sharing the config.
If/when they implement more things like quantity of enemies or structures (ruins) generation, or if you simply want to change between configs quickly, this would help a lot if you play or want to play on several different maps. Sharing is another matter that this would help, if players wanted to. For example someone wanting his friend to play on his map gen config.

Dunno, just thinking possibilities! xD

Re: Save/Load map generation config as String

Posted: Sat Feb 16, 2013 4:24 pm
by kovarex
This seems like nice idea, I would prefer to have files for that (not just hashstrings), one file per config.
There are things you might not know, not only the configuration will have more and more options in the future.
Also the stuff it covers is quite general, for example, you can add new tile type to the game (by just editing tiles.json and providing needed resources), when you do that and start new game, the option will automatically allow you to setup this new tile configuration as well. (The same with adding new resource types).
The configuration would also contain the seed specification (empty for random).

This way, we could specify condition settings of some challenges as well.