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<blockquote data-quote="MaxKaladin" data-source="post: 2445764" data-attributes="member: 1196"><p>I've been thinking about trying a different approach that's sort of a combination of "top down" and "bottom up". I suppose it's sort of a hybrid. The "top down" approach starts at the highest level and then zooms in until you are at the local adventuring area. The "bottom up" approach just starts with a local area and them works its way outward. What I've been thinking of doing is starting with a very general framework similar to starting "top down" but then skipping directly to "bottom up". </p><p></p><p>To elaborate, what I'd probably do is decide a few basic questions like size and shape of the world and get a view of where the continents are at, then pick a likely spot and start the game there and working my way out similar to the bottom up approach. I'd be skipping the middle part of the top down approach where you start zooming in on the area you want and just going directly to a local area and filling things in as needed. I intend to do this using the Fractal Terrains world generator from Profantasy to make world maps until one "clicks" with me and then picking a spot to work out from so the top-down phase is pretty short. This gives you some of the added structure of top-down with less work. You know where the oceans are and, depending on your method of making the world map, possibly where the mountains are but you haven't taken much time to fill in other details. Knowing where the oceans and mountains are is usually enough to figure out what you might need for a bottom up game and you can fill in detail from there as needed. </p><p></p><p>It's just an idea at this point though.</p></blockquote><p></p>
[QUOTE="MaxKaladin, post: 2445764, member: 1196"] I've been thinking about trying a different approach that's sort of a combination of "top down" and "bottom up". I suppose it's sort of a hybrid. The "top down" approach starts at the highest level and then zooms in until you are at the local adventuring area. The "bottom up" approach just starts with a local area and them works its way outward. What I've been thinking of doing is starting with a very general framework similar to starting "top down" but then skipping directly to "bottom up". To elaborate, what I'd probably do is decide a few basic questions like size and shape of the world and get a view of where the continents are at, then pick a likely spot and start the game there and working my way out similar to the bottom up approach. I'd be skipping the middle part of the top down approach where you start zooming in on the area you want and just going directly to a local area and filling things in as needed. I intend to do this using the Fractal Terrains world generator from Profantasy to make world maps until one "clicks" with me and then picking a spot to work out from so the top-down phase is pretty short. This gives you some of the added structure of top-down with less work. You know where the oceans are and, depending on your method of making the world map, possibly where the mountains are but you haven't taken much time to fill in other details. Knowing where the oceans and mountains are is usually enough to figure out what you might need for a bottom up game and you can fill in detail from there as needed. It's just an idea at this point though. [/QUOTE]
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