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-Concept- Multiple exit and entry points per page with cross links

I'm not sure if this concept has been covered, and I've tried searching for it with no solutions, or even rough ideas similar to it; But something I have noticed and tried to look up countless times in search forums, Youtube, Twitter, and other feed sources, is the ability to set multiple start locations for players on subsequent maps, based upon exit location on other maps. Now this may sound like a weird concept, but bear with me; As a former professional video game design, web designer, and API developer; one thing that has always been a constant in most game engines is the very simple mechanic of setting an "Exit" location (Usually established in the form of invisible collision boxes, web icons, or some other object that can be activated either by player interaction, or user operation), and then on the target location and page a target location, to move the user to. In most cases, The data set can be built using a reference linking system. Whereupon the access "portal" has within its object type the referential linking information, to the landing location in the subsequent pages, or even other targeted source points. Arguably you could even make these transition objects, their own permission-driven API UI, where the player/ GM see's different message boxes based on their object permissions, type. A player might be given the option of "Would you like to exit the map" Y/N, while the GM could be given the option of "Exit map to Map"XYZ" @ Start "ABC" and so on. I feel that if you're going to make a game environment for players and Gm to have a fully immersive experience; there need to be a simple mechanic whereupon a map has multiple access, Exit, and start point based on where the player(s)/ GM takes the story. For something as complex as Roll20's already extensive API structure; Offering a 10 exit point/ 10 entry point per page API would probably be the easiest to implement. From there, you simply have the GM set the cross-link points on each page. Example:                    Page 001 - Exit (A) links to Page 002 - Enter (B).     Now when the players interact with the visual or hidden exit "Token" it prompts a simple Boolean message (Visibility Controlled by GM), and sends all player/Gm controlled tokens within a set invisible bounding box area (Which can be the source point to a temporary Input array for temporary data storage), to the location of the icon tied into the "Entry point (B)", associated to Page 002. From there the system doesn't have to worry about determining the exact "X/Y" position for each transition. It merely instead, looks for a query location of "Entry Object B" within "page-002" and then load in the Player/ GM content from the prior page, that was within the "Bounding box". the test for this would be a simple couple line set of code as well. "If" page 002 Entry B is Active (True/ false), then load data from Bounding box page location A into bounding box page location B. What this ends up doing is taking the linear game mechanic of transitions between pages, and sets it to a more fluid multiple access/ exit variable where the Gm can set these access/ exit points using simple "Orange" (Exit) vs "Blue" (Enter) (using the "Portal" IP as a visual example), to create a fluid easy to see transition margin that makes the games more dynamic. It also makes it a ton easier for GM's to create more versatile games, where the "Sewer" grate in their "Village" map, becomes one exit point, but so too does the "Blacksmith", "Inn", "Well", and any Map edge or target point. This also allows GM's to designate 1 map to represent multiple vehicles or even floors, by allowing them to set different transition points into and out of that "page" that link to one another based on icon placement. Now when players hop into the covered Wagon, van, or starship; They are whisked over into a map dedicated to those functions that represent in-game conversations or actions while traveling to a new destination. Plus, it allows Gm's to set multiple start locations based on how the player transition from one place to another. Even better; now, you can do the "Legend of Zelda" "Lost Forest" concept where the player has to exit a page in a specific spot to not return to the same forest, or map edge. Imagine having a special plane, where players are stuck in the "Rod Sterling" room. They leave and walk into the bedroom, only to walk through the front door. they dive out the window and fall through the ceiling and so on... on and on they go, out multiple visual exit points only to come back to the same room over and over again, until they unlock the right exit, that leads them out. The versatility of a simple little mechanic to any game opens up endless opportunities for extended long-term play that will keep GM's and players coming back for years to come because their Rp experience is more and more like a video game, every day! Thank you for your time; ~Tokumei LLC.
  White box - game pages Green Triangles - Default loading points Orange Circles - map Exit points Blue Diamonds - Map Entry points Black Lines - Relational transitions.
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