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## How do I create a spherical world to explore?

So to preface this question, I have done a lot of research on this, but most of it has proven unhelpful, possibly because I’m not sure the proper way to phrase what it is that I’m trying to ask, so I might make this a little long-winded to get my point across.

The basic idea that I am trying to explore is a small planet that can be navigated by the player, but I also want this planet to be similar, but different for each playthrough (hence the procedural-generation tag). At first, I looked into doing this by simply creating a sphere which has it’s own type of gravity (doesn’t have to be too realistic), but research proved that this had many (too many) obstacles to overcome. Making the gravity work on this sphere would have been complicated, but doable, but then I read that the terrain tools wouldn’t work properly and that could be a problem. The last issue that I saw for this, which makes me think that this idea is dead is how strenuous this might be for the systems, since I want the planet to be fairly full of interesting things to explore.

This led me to the idea of a modular system of tiles (if I’m using that term correctly), where I could procedurally generate these tiles, and align them in a spherical shape. I could instantiate and destroy the tiles as needed to preserve system resources, and would make the procedural generation aspect of this easier for me as well (at least I think it will). The problem I see with this model is how to make square (or any other shaped tiles) form a sphere.

I am attempting to build this in UE4. If this is impossible, or at least prohibitively difficult, to do in the engine, then I rather find out now before I get too far along in the project. And any help or resources on how I can do this if possible will be greatly appreciated.

## Anyone explore offline/outdoor ads before?

I was wondering if any shop owners have explored local outdoor ads or would be interested in trying it out? I'm working on a solution which lets you explore it for a fraction of the cost of traditional out-of-home ads in San Francisco.

If you're interested in this kind of marketing channel check out https://www.pavecast.com/pc/advertiser or contact me!

## Recommended research articles or best practices for UI techniques for encouraging users to explore more functions of a complex application?

I can highly recommend the recent article by Cockburn et al. “Supporting Novice to Expert Transitions in User Interfaces” (ACM Computing Surveys, Vol. 47, No. 2, Article 31, Publication date: November 2014) but the research it reviews is almost exclusively about point-and-click interfaces that are trying to make small improvements in user performance.

What if you are trying to get users to be motivated to learn a new set of functionality in the app that they didn’t even know they would want?

As well as general research in this area, I’d also like to know if there is research or best practice about when to explicitly encourage the user to try something new.

When they open the app (like a Tip of the Day?) or just as they quit? If so, every time they open or quit the app, or spaced out, or randomly?

## Sequence to explore the complexity of the NP problem

Let $$X$$ be some problem known to be in $$NP$$. What is the natural next step in exploring the complexity of the problem? Is it trying to prove whether it is in $$P$$ or try to prove it is $$NP$$-Hard? Taking the example of the Graph-isomorphism problem it seems to me that after discovering that problem is in $$NP$$. It is not easy to decide what to do next. Some people suggest me to prove it into $$NP \cap CoNP$$.

Question : What is worth to try if it is only known that problem is in $$NP$$? Is there any sequence (like first $$NP$$, $$NP$$-Hard, ….) to explore the complexity of the problem?

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## How can I motivate my players’ characters to explore, when they have teleportation?

My group and I are playing a Superhero Campaign. Each player chose a power that let them get immediately where they want.

One can make portals, one has super velocity, and the other one can just Nightcrawler him self anywhere he wants – so they really don’t explore a lot, and just go directly to the quest giver, to their objectives, and then back to their apartments. And then they repeat that. So they miss all the things that could happen in the middle of the road on way to their mission.

For example, there is a big thing that is happening outside of one of the PC’s apartment building. But he never notices it, because he doesn’t even step out to the front of the building; he teleports from his room to the other side of the city. (It is a neighbour whose daughter is seeing strange creatures rooming around the building.)

How can I motivate PCs to explore more when they have the ability to get to their destination (almost) immediately?

## Algorithm to explore every node in a graph

I need an algorithm to explore every node in a graph (starting at any given node). Each node can have multiple parent nodes and multiple child nodes.

The following algorithm (in psuedocode) appears to gather every node but results in duplicate nodes (I think because the recursive ‘paths’ crossover at some points):

``rFindAll(Node ID, Array currentpath) //current path passed by value {   Array connectedNodes = getConnectedNodes(ID);    for_each_node (Node n : connectedNodes)   {      if(find(currentpath, n) == NOT_FOUND) // check to ensure id not in current recursive path      {         // every n is a node which is within the same graph as the original node         currentpath.add(n);          rFindAll(n, currentpath);      }   }  } ``

I was just wondering whether anyone has a better suggestion to do this. I’ve looked on google/wikipedia and there was nothing which would obviously help.

Thanks

## How to create a dungeon based on a realistic tomb, but still enjoyable to explore?

One of the typical location that is used as an excuse to build a dungeon is The Ancient Tomb ™.

I often struggle building dungeons that are credible tombs, in terms of rooms disposition and type of rooms contained. It seems to me that either my dungeons are realistic but boring, or they are entertaining but quite unrealistic as tombs.

Is it even possible to build a realistic tomb that is still entertaining for players?

I would like to know if someone could provide some examples/ideas for realistic-but-enjoyable tombs (possibly based on real tombs).

I’m doing a bit of research myself, but I’m not finding workable ideas. Eg, the tomb of Tutankhamen would be rather disappointing as a dungeon:

This tomb consists of three small rooms and a hallway; this would allow for only a few encounters/traps/riddles. An action-oriented group might find a dungeon like this a bit disappointing. Also, I feel that a small dungeon makes harder to build a sense of mystery and exploration.

Also, since I was asked to better define “realistic” vs “entertaining”:

For the purpose of this question, I will say that a dungeon is realistic when its features (room types, room dispositions, the furniture) make sense in an imaginary world loosely based on historical civilizations, or periods and places in history. As an example, it is conceivable that an ancient tomb would contain defenses against intruders. In an imaginary/fantasy world, these defenses becomes traps, animated guardians, riddles, curses. It is coinceivable that an ancient tomb would contain a treasure chamber, and in certain cultures, it is conceivable that a tomb would contain vast amounts of goods that belonged to the deceased in life; in an imaginary/fantasy world, a tomb containing magical items, esoteric and forbidden text, weapons etc. does not break the suspension of disbelief. On the other hand, why would a tomb contain, say, a torture chamber? While it would be possible to imagine more or less elaborate explanations (“this culture believed that torture chambers were needed by the deceased in the afterlife, to punish the intruders, and thus were routinely built inside of tombs), I feel that a torture chamber in a tomb does not readily “make sense” and would break immersion.

A dungeon is entertaining when challenges the players and allow room to build a sense of danger, mystery, and exploration of ancient and forgotten places. In an entertaining dungeon I expect a number of combat encounters, a number of clever traps, several rooms and hallways to explore, and a treasure.

While I asked the question with D&D in mind (I’m currently DMing a 3.5 campaing), I would like to keep the question as system-agnostic as possible.