May at the left and the right borders of the map, there are zones which teleport the Clonk into a defined next scenario, so its possible to make really big camapigns/maps without banging out the size of maps. But every map should be saved, so the player can make parallel Settlements with colonies and more. I don't know how deep ScenarioSections accords with this idea...
It's already possible to do that with sections but for one player only. Otherwise the computer had to manage two or more scenarios at the same time - due to the fact that one scenario may be very computationally intensive you can consider this as almost impossible.
The uncountable assumptions in the engine that there is only one landscape don't make multiple landscapes fun to implement, either.
I don't know wether it's even a good idea to have one engine working on two landscapes. We could try to spawn two "core engines" instead, each working on one landscape and communicating where necessary, while sharing object definitions and similar stuff.
I'd say multiple landscapes connected at the edges are a simple hack to work around engine limitations and/or to save the artist the work to do proper transitions. On the other hand, putting two locations which are far away from a story point of view into the same landscape is also a hack, but one which could be made indistinguishable from the real thing with only a few extensions. Clipping the viewport to a subset of the landscape, creating a material which acts the same as the real landscape border (where it isn't vehicle) and changing the sky picture is about all that's needed.
If they can be distributed over the net, that could lead to interesting possibilities for permanent online games... (if something like that is still on the engine-devs wishlist ;))
This idea is good. I had this idea about a year ago, I mentioned it in the clonk center. I think with this it would give the developers more power for creating greater campaigns or adventures, and it would make the performance of the computer even better because you can use lots of small scenarios instead of one big scenario which slows down your PC.
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