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Topics - Eagleon

Pages: [1] 2
1
DF Suggestions / Better Pens/Pastures and Grazers
« on: December 31, 2015, 12:55:19 pm »
So every single embark, I end up forgetting to define a pen/pasture for my grazers, and they inevitably end up starving to death, along with whatever livestock the migrants haul along as pets.

It makes no sense. Why would a grazing animal allowed the entire span of the map starve to death with grass under its hooves? How is this a thing? The pen/pasture system is broken. The reason it exists is to make livestock management easier, not more annoying. Having to micromanage pastures just to ensure animals don't starve is downright weird.

Allowing animals to graze free-range is my first and primary suggestion to fix this. I frankly don't care if my wool-carder has to walk halfway across the map to grab a sheep for shearing, even if that puts him in danger, so long as pets aren't randomly starving to death under their owner's noses. Furthermore, animals assigned to a pen or pasture that are running out of food should just hop the fence and run away, like real life. This should be a factor of how domesticated/trained they are - respecting the pasture boundries should be a matter of training or the quality of the fence.

That brings me to my next suggestion. Actual fences and coops. How this would work is some degree of abstraction between taking raw materials like a log and putting down fence posts, to making fence posts in the carpenter and putting down fence posts [personally, I'm in favor of being able to select any material/item, for fences made from stone, leather, meat, spears, arrows, piled skulls, vermin remains, cages with animals inside triggerable by traps, floodgates and windows for absurd whale aquariums, etc.] but it would all rely on the expanding room interface. You select it from the build menu, put its center point anywhere on the map, and + away until you're satisfied with its size. A dwarf simply takes whatever tool or material you're using, and walks the perimeter laying down fence. If they run out of material, they go and fetch more as a new job. More than one person can build the fence, sort of like the engraving job. You can even factor in room quality based on how good the dwarf is at fence building (trapping? would be nice if this skill had some use other than for small animals) and let that and animal size determine how easy it is for penned animals to jump the fence. For elephants, you either need a legend building your fence, or to turn to constructions.

Additionally, you could have an option in the building "room" menu to reenforce a fence later, in case you started out with wood but now have such an abundance of iron that you want to go back and use to make your regular pastures work for your bigger critters.

For chicken coops (or flyers in general, who should need enclosures to avoid running away more than anything else but currently are weirdly the most manageable livestock), they should walk around each tile inside as well, laying grate-like constructions above to represent a cage. Alternatively, the animal handlers/gelders can clip wings.

Doing all this would allow predators, poachers, and carnivorous pets to be a little less serene with your livestock, with much less player intervention than requiring everyone to build impenetrable house-sized walls for animals. It would allow players to balance risk vs. reward for their grazing animals, would make for more reasonable towns instead of having critters bunched up in the city streets, and would also give a reasonable way to cordon off the underground from things like crundles while still making it comparatively dangerous against the building destroyers there.

2
Playing with Wolfram style permutation-based cellular automata has got me thinking: these would make material clouds and rains much, much scarier.

I mean, they don't need to be, but you know.

If the game could apply a randomly chosen but persistant cellular automata rule to generated material clouds, we could get some very interesting 'magical' behaviors from their movements. Stuff like Sierpinski triangles spreading across the map, or glider factories spewing mobile globs of poisons to land in places you can't predict. They could switch from automata to cloud or rain after a specific amount of time, after a specific amount of cells are 'living' (maybe determined by framerate? haha), by looking at another dimension for their rule space, or all three. The player could figure out ways to combat the clouds with specific arrangements of obstacles that inhibit their spread, or cower behind their walls and wait for the phage to pass. You might even get lucky and end up with a rule that simply doesn't spread, which I think would add to the thrill of embarking on an evil region. And forgotten beast/modded materials could apply a rule of their own to the behavior of their material attacks.

(Edit: To clarify what's going on in the link, the general idea is to take each neighboring cell and find out how many of them are 'alive', and whether or not it lives or dies given that many neighbors is put into a bitfield. The bitfield expressed as a normal old integer is the rule number. So for DF's orthagonal+z, it would be 10 bits for 8 directions + z, or 26 bits for 8 directions + 10 directions for diagonal z. 10-26 bits. Double that value for a gas law (whether or not it turns into a regular cloud based on the number of living neighbors) They can be simulated using an array of boolean operators that size, so it can be very fast and potentially easily multithreaded)

Thoughts? Thrown vegetables? Etc?

3
DF Suggestions / Music, instruments, and sounds and things.
« on: September 24, 2015, 10:45:40 pm »
We're getting musical instruments, generated by the game to accompany different cultures with different music styles. Watching that PAX video, the idea the host (Tanya X) had about wrangling some musicians to show off the generated musical instruments is actually not all that unreasonable. I love me some software synthesis.

There are physical modelling solutions to this - grab something like a drum, a string, and a woodwind simulation, and you're mostly already set. Hell, there's even an animal vocal tract sim or two out there waiting to be used for the game's generated animals (Fauna, Oscine Tract). Then there are other synthesis methods like subtractive, FM, etc that can achieve some things more directly. But in the spirit of DF modding, I'd like to suggest something a little bolder: exposing some parts of the game to actual real-life software synths like Skrillex and John Williams use through the use of the raws.

Doing this, you'd have to have a VST or AU host running alongside or within DF. That's not too difficult (famous last words) - there are open source libraries for playback and patching of both. Linux's sound situation is shaky, but everyone with Linux knows that. You're more likely to find a usable AU library with it. I don't know about Mac - I think VST is more easily supported? Anyway...

By default, you could ship with a bare-bones subtractive synth that gets the job done - it might sound like horrible chiptune noise by default, it might even be turned off by default for that reason, but the idea is that each part of a generated instrument - from its overall size, to the way it's played, to how many strings it has, to whether it has a resonator and how big the resonator is - could be attached to a different output tag, and then patched through in the raws. By modders this would be with a bit of assistance from a DAW or plugin host to find the correct VST parameters (or AU equivalent - I haven't worked with it so I don't know). The modding could proceed like this:

Code: [Select]
[INSTRUMENT:STRINGS_COOLFX]
    [TYPE:STRINGS]
    [PLUGIN:VST:COOL_FX]
    [PLUGIN:AU:DEFAULT] (Wouldn't select this plugin at all if VST support was disabled for some reason)
    [STRING_LENGTH:VST:0] (the 0 parameter in the VST is now controlled by the length of the strings in game)
    [STRING_POLYPHONY:VST:1]
    [RESONATOR_NUM:VST:2]
        [MIN:0:MAX:0.25] (minimum of 0, maximum of 0.25 - this sort of tag would be expandable to any other channel. Lots of VSTs only use numbers from 0 to 1 which would be a good default, some VSTs break that because the authors goofed off in VST school, and sometimes you only want a certain range of numbers if they go beyond what's reasonable)
    [RESONATOR_SIZE:VST:3]
        [CURVE:STEP:5] (Gives it a step-like number of values, like 0 - 0.25 - 0.5 - 0.75 - 1. The output now snaps to those values)
        [CURVE:EXP:0.5] (averages with the previous curve, smoothing out the values of the steps so that it looks like a wavey line. No longer quite as snappy)
        [CURVE:NEXP:1] (averages again with a negative exponential, and so on, to make increasingly complex modulations. All the cool kids in music use maths and modulation curves)
    [SIZE:VST:3] (Parameters can be selected more than one time. Whatever curves they have are multiplied together, so you can have volume affected by more than one part of the instrument)
    [SIZE:VST:4] (You can also assign a part of an instrument to more than one parameter of the synth)
    etc.
    [PRIORITY:2] (Could be used to decide on multiple STRINGS type instruments if the player had more than one floating around)

And for plugins:
[PLUGIN:COOL_FX]
    [FILE:VST:"massive.dll"]
    [PARAMETER:0] (selects the zeroeth parameter for modulation)
        [CURVE:STEP:5]
        [CURVE:EXP:0.5]
        [CURVE:SUB:NEXP:1] (More curve-foolery can occur here for metacurviness of multiple instruments)
    [FX:REVERB]
    (yeah, I'm pushing it here, but potentially you could patch instrument plugins through effects (which also come in VST and AU) for extended musicality.
     That's turning the game into a DAW in its own right though, since there are step sequencer effects, which would be really weird. DJ URIST IN THE HOUSE!! ok no)

So every time a game generates a stringed instrument (especially a stringed instrument with a resonator) it has a chance of picking COOL_FX to be its voice. The different parts of the instrument tweak appropriate parameters in the synth, and when a note is played by the wonderful (or not so wonderful) elven bards pestering your fort, a midi signal is sent to COOL_FX through the host, and you can then hear something almost, but not quite, entirely unlike a harp pushed out of a Yamaha keyboard from the 80s. But it will be his harp...board.

I know this suggestion is goofy and frivolous. I know it might not be that interesting to people outside of music, and electronic music in particular. But when Tanya said she knew some musicians that might like to help, I just had to show how easily it could actually be accomplished, and with modding support to boot. Whether or not it's worth the CPU load (for reference, I could run almost all of the synths I use now on my old 3.06 GHZ P4), time invested to program, etc. is up to Toady, but it's not as inaccessible as you might imagine.

4
General Discussion / Paypal being shady, again.
« on: October 15, 2012, 11:49:30 am »
https://cms.paypal.com/us/cgi-bin/?cmd=_render-content&content_ID=ua/upcoming_policies_full
Edit: and future proofing, hopefully where they'll put the amendment
You now have to mail them a physical letter to opt out of an agreement to arbitrate on an individual basis. It seems a little suspect to require every single one of their users to send them mail for an exclusively online service.

Thoughts? And does Toady know about this?

5
Life Advice / Getting a puppy, internet advice
« on: June 12, 2012, 10:10:36 pm »
So, to my profound excitement, tomorrow evening we'll be picking up an Australian Shepherd puppy from a breeder a friend introduced us to. Yes, I know, animal shelters are full of loving dogs waiting for their new home - we've been to several in the area. Due to our randomly fluctuating work hours, there's not much chance for us to adopt anything but older dogs (which I don't want to deal with for various reasons) and pitbulls (which I'm consistently allergic to, not even going into other possible issues). We trust our friend, and we trust this breeder.

Now, don't get me wrong, I'm not a first-time dog owner. I grew up with and took care of three dogs (one of them an aussie), all of them wonderful friends. But this is the first time we've had an actual, young (2-mo old) puppy to take care of. Fortunately we have a safety net - my parents have agreed to foster him if he becomes destructive/unhappy. I'd rather it not come to that.

We've puppy-proofed the kitchen (pulled gas knobs off, stowed everything but cans in doored pantry, locked fridge) and connecting bathroom (chemicals also stowed in pantry), which is where he'll be for a while (6-8 hours) when we aren't home. My brother lives in the area, so he can potentially come sit for us. Puppy food, toys, and collar/leash is bought, dishes placed, newspaper is stockpiled, yard is ready. What else? As excited as I am, I'm also nervous about attachment issues, boredom, potential accidents I might have overlooked, etc. etc.

Any advice, bay12 dog-owners?

6
Life Advice / Troubles with writing commission
« on: November 16, 2011, 03:36:19 pm »
So I've been commissioned to write a story for someone (two someones, actually). No problem, I thought, I write stories. I'm kind of a big deal.

The issue here is that their characters are bizarre and overpowered to the point of being uninteresting. One is an 18 year old demon vampire marine(?) with teleportation. The other is 22, a demigod with powers over life and death (he cannot die, and can resurrect others), the ability to teleport and the power to manifest fire and lightning swords. Ok. I could work with it if it were an action story. But nope. Romance. Sex sells, I guess.

I knew what I was signing up for when I offered these commissions - sort of an iron writer thing, with donation-level prices for real short stories, anything goes. I'm trying to get on my feet gaining a modest income outside of drudgery at minimum wage. All I asked for initially was a description, of any sort.

You'd think demon-vampire-marine and demigod would make it to the top of the list as traits, but all the commissioner gave me was name/age/physical description. This is the first time I've done something like this for someone else, and I know better now to ask for a detailed reference before starting anything. I gave him around half of the original, which was coming together nicely, and then he mentions that their characters would never drive a hatchback on a mountain trail, because oh yeah, they can friggin teleport. Wat.

They have not paid me, and I don't know if I can ever finish this without sacrificing my standards of quality. Should I tell them to look elsewhere? Ask if I can tone down their characters and give them reasonable flaws? I've thought of making it a little actiony, with the vampire running into sunlight. But teleportation kind of kills any dramatic tension there. I can't even throw them into a black-hole, ffs. Maybe have them gain their powers during the story? I'd have to ask them for more backstory on how they came to be demigod demon vampire marines before most people find meaningful employment, and I'm kind of afraid of what they'll provide.

So what should I do here?

7
So, this emerged from my ass not twenty minutes ago after reading a bit of I Am A Strange Loop by Hofstadter (of G.E.B fame), and I haven't really had much time to think about it much myself. Nonetheless, it's compelling enough in its annoying existentialism that I feel the urge to inflict it on you all.

Say there's a scientist (or a pilot, or a dog, it doesn't really matter much) that has a procedure. That procedure is the procedure that runs our universe. He has a word processor with unlimited page space, and maybe a calculator for aid, but otherwise no other tools. It takes him an incredibly long time to run through the procedure of course, so let's say that the scientist is immortal, but let's not call him God, because that brings up all sorts of irrelevant things like whether or not he might be distracted by salisbury steak or not. Let's just call him Steve.

Steve begins the procedure, but of course it has as much of a foreseeable end as our own does. He doesn't understand its final result, or anything in between save the infinitesimal fraction devoted to his own existence. He continues the procedure for as long as we like, and it ends at some point. It doesn't matter where.

Where does the universe exist in this process? Is it Steve's understanding and following of the process? Is it the stored manipulations inside the document? Some combination of the two? Neither? Both? How many universes are there - you could argue that there's more than one coming into "being" very easily. What happens to the universe when either gets lost - when Steve dies, or when the document is erased?

The fact that there's a procedure at all to run our universe says that the universe is procedural. I'd rather not get hung up on the perception of randomness in our own reality - to me, elements of quantum mechanics have been proven to appear in some ways unpredictable, but that doesn't mean something predictable and mechanical isn't creating patterns that are stochastic and meaningless to us. The (assumed) fact that the universe can be stored in writing as the result of a procedure means that editing any part of this procedure but the next step is essentially meaningless for its final outcome, but the final outcome must also be editable by Steve. Can those edits be considered part of the procedure?

Is it weird that thinking about this crap makes me not want to think about it too much? If everything's one long incredibly mechanical story, how am I thinking about that? What does that mean? Where on the page does it have me thinking about the page, and what notation is Steve using to scratch that part in? Worse, if older parts of the simulation are lost as the procedure is run, the final result of the procedure may not be that interesting by itself, and for some odd reason that makes me irritable.

Yeah, I know a lot of this stuff has been hashed and rehashed by various authors (including, especially, the one I'm reading now), but I was bored so here's this long-winded post about nothing.

8
General Discussion / Anyone know anything about bowed zithers?
« on: March 27, 2011, 04:45:40 pm »
My boyfriend acquired this from his grandfather, who didn't have any clue what it was. The maker is E. R. Schmidt, who was a violin maker at the turn of the century. An Oscar Schmidt, whom I presume to be related, has made bowed zithers, but I can't find any by E. R. Schmidt. Label reads:

Musikinstrumenten & Saitenfabrik
E. R. Schmidt & Co. [Found out this was founded 1880ish, Schmidt died in 1927 or around there]
Markneukirchen Sacony.

No serial number. Unfortunately it's got a pretty huge crack along the spine (I think because two of the strings have been off for so long), and two smaller but significant cracks lateral with the soundholes. This thing is 90 to 130 years old. Even if no one knows anything about it it's pretty awesome, no?

9
DF Suggestions / Override Tag/Folder/Tweak for Raws
« on: July 16, 2010, 12:22:25 pm »
This or something like it might have been suggested before, but I thought it was a decent idea. Right now, mods that have to modify default raw files are a pain if you want more than one, or if you've made your own tweaks (my situation). In addition, many times mods will pick the same name for an object by coincidence, or simply use the same resources from an entirely separate third mod.

Allowing creature/item/material/whatever definitions to gracefully override definitions already loaded would improve this, if not outright eliminate it in some cases. There could be three levels for this - an init tweak that arbitrarily picks one definition to use in case of duplicates (quick and dirty), an 'override' folder inside /raws/objects/ or just /raws/ whose definition names are loaded first, which then act in place of definitions with the same name (bit less quick and dirty), and a tag for object definitions that ensures that it is loaded as the winning definition no matter what (for fine tuning).

The finer level overrides the previous - if a definition inside /raws/objects/ has a [OVERRIDE] tag, and a definition inside /raws/override/ shares its name, the /raws/objects/ definition wins. If there's a definition with [OVERRIDE] in /raws/override/, it will win over any duplicates inside the override folder.

Thoughts?

10
Creative Projects / Arcana Fate: A Tarot Game
« on: July 01, 2010, 04:05:22 pm »
Gripped by a Strange Mood last night, I broke out my old Rider-Waite tarot deck (never liked the art style, so it's been gathering dust for years) and made a little game from their bastardized symbolism. The result is this:
https://dl.dropbox.com/u/80683/Arcana.html

I've played three test games, each unfolding differently. There's a decent amount of strategy involved. The biggest barrier is looking up each Major arcana's effects (they each have an inverted and upright effect) and keeping track of the ones in play. It should all fit on a single piece of paper two-sided if it's formatted properly. For those with OpenOffice.org, this file is formatted ok for standard printer paper.

This is Revision 1.1 of the rules. Anyone with a Tarot deck want to test it out?
Rev 1.1: Fixed a few silly omissions, increased clarity of rules in general.

11
General Discussion / Capitalism in gov't, etc.
« on: June 11, 2010, 12:51:30 pm »
So, I have an issue. My issue is the DMV. Well, not just the DMV by any means, but it's an example of something I see developing in many non-elective bureaus of the US government.

The DMV (in Wisconsin, likely different for each state) charges $35 for a driver's license or learner's permit, and $25 (I believe) for a State ID. Now, that in itself I have no issue with. It's steep for a bit of plastic, but I understand there are costs involved with processing information and paying every cog in the machine to move a stack of papers one space to the left, right? Right?

Well, the problem I have is that I'm already paying taxes to support the extant bureaucracy. The explanation I was given, from someone that has worked in the DMV, is that they don't get enough from taxes. Ok, maybe they were misinformed. But it makes my neck itch.

Why, you ask? Well, there's this little thing called capitalism (groans heard, acknowledged :P). Capitalism is fine, it works ok, sort of, that's not the issue of this post. I'm not going to bash it here. The problem I have is thusly: In private capitalism (as I understand it, mind), competition increases efficiency because paying every guy that waves a sign around on the road to get you to buy a pizza a 50k/yr income is a massive waste of resources that could be spent on competing with others. If the DMV is not getting enough money from taxes to support their State ID program (which is OMG SOCIALISM or something, I dunno), and they need to charge money for their IDs beyond a nominal deterrent for careless loss (and I can tell you, $35 in my financial position is not in the least bit nominal), what entity competes with them to keep that money from ending up in the hands of Joe Dropout?

In addition, if a venture is non-competetive without tax support, is it sane for a state-run body to fill their coffers in the same way as private businesses? I'm speaking specifically of my city's public transit system (Milwaukee) facing its financial crisis with substantial yearly fare increases combined with lowered services. As a result, private solutions seem to be rapidly eroding MCTS's viability - I see daily fewer city buses than non-city. It's just weird to me. Milwaukee literally could not survive as it is without the bus service (I think you'd have to live here for long enough to see how many low to mid-class workers depend on it to understand), and yet people with vehicles (my parents included, both federal employees) are outraged at the thought of supporting it further with taxes. NIMBY problem I suppose.

I realize these issues must be debated somewhere (and often), but I'm a lowly IT-Dev student in a technical college, not a poli-sci major or even remotely interested in spending time on a course for it. I post this here because I legitimately am interested in the opinions of the forumites here - you guys have excellent, informative debates, which I'm usually only able to sit on the sidelines for. So what do you think?

12
DF Modding / Raw editors
« on: December 19, 2009, 09:11:05 pm »
Working on a material editor in VB as a quickie project.
Spoiler (click to show/hide)
It can currently only load colors from a file, with no saving capability, and buggily load material templates from a file (what I'm working on now). I'm trying to get it done for the new release, but I'm making no promises, especially since I don't know how much the raws have changed from the last look we've gotten at them. So this is mostly just here for discussion.

Really, with how complicated the new raws are looking, a full-blown suite with tag parameter completion using raws loaded into a central database wouldn't be too overkill, and it's something I'd like to take a stab at. Actually, it's an idea I've had since long before this version was started - I knew there would come a day when editing raw files by hand would become unmanageable. Unfortunately with DF coming out very shortly my attention span will go back to la-la land ;D and then I have school to contend with, so this is likely it from me.

Is anyone else planning on making editors for DF? I know there was one that looks a lot better/more like what I wanted to do before I just decided to make a material editor (DF RAW EDITOR by Ragnarok700), but I have no clue if he has plans on updating for the new version, or if he's still active. Is there interest for perhaps an extension to Eclipse or another IDE to allow for code completion of raw entries and such?

13
General Discussion / Any forum-goers to MFF tomorrow?
« on: November 18, 2009, 11:01:35 am »
It's a long-shot. Especially since anyone who is, is probably busy packing. Plus there are probably few here who would admit it lawl

Badge name is Loaf  ;D

>.> <.< I need explain nothing! *sprays anti-drama coating on this thread*

14
DF Modding / Raw File Mini-Rant
« on: August 24, 2009, 11:03:50 pm »
Ok, most of you will probably completely ignore this because it's bitchy and not really that important. It's just a minor thing, very inconsequential, but it's DRIVING ME NUTS right now.

Some of you don't do this. I love you. Thank you so much. But for those that do...

You do not have to replace files in the RAW folder to add new items! At least for most mods.

It needs to be said. Almost every mod I've downloaded has had this. I know, it's easy to do it that way, especially for very big mods that make a lot of changes. You probably have no problem with it yourself, and the majority of mod-users don't care. But the only mods that should be doing this, are the ones that modify items that already exist in the game (if this is your mod, I have no problem)

Maybe I'm alone here, but I'm a mod addict. I like to add as much community-made stuff as possible to games that I play, until they barely run and I find stuff I didn't even know I had put in. As a result, I've merged a lot of mods into my main DF game, and I've gotten pretty decent at organizing them.

In general, if you're creating a new creature (notice that I'm not saying modifying/rebalancing existing ones), it doesn't have to go in one of the existing raws. If you're creating a new body part/template, it doesn't have to go in the existing raws. If you're making new items, entities, plants, reactions, metals, etc., you don't really need to change any of the existing raws. The exception is stone and metal, but only because of ore types - if you want an ore to produce a new type of metal occasionally, that's something you might reasonably want to change.

But other than that, please do go nuts with making new files instead of tagging onto existing ones and releasing the entire stock DF raw folder for just a few changes. Most of the time it's not quite -that- bad, but I've seen it, and it's incredibly aggravating. What's worst is when the two techniques are mixed, where some entirely new creature is put into something like creature_large_tundra, when a creature_large_tundra_extended is also available in the same mod.

There are practical reasons for this you might enjoy too. You don't have to page down through hundreds of other creatures to find yours. You can have other people's mods going at the same time that you make your own. You can insert whatever weird formatting you like into the file, without breaking style with the rest of the file.

What I would suggest for people that make large mods that do affect existing files, is to do two things: Place your changes at the end of the file, and make another file listing which existing entries/files you've edited (and ideally how). That way you don't need to include unedited files with your release, which decreases the size of the file (albeit maybe not by much) and makes things much easier for people to go through and change where they have to.


Once again, sorry for the irritated tone. I am thankful for the opportunity to do any kind of merging with mods. I have great respect for people that do large mod projects, like Dig Deeper and Civilization Forge. I also have respect for the small mods, which are adding a lot of flavor to my game at the moment. Thank you guys. This is just a silly vent that will hopefully remind people that it can be a problem.

15
WARNING: Long, rambling idea thread that isn't much use to anyone.

I've been toying with this idea on and off for a year or so, amongst several others, and recently it's gotten to the point in planning where I believe it might be possible the way I want it. There's no real programming that's been done on it yet - I really didn't want it to fizzle out after finding out that my vague planning is unworkable with the engine I had made. But I've started to create the skeleton of some parts of it, and since I very rarely post and mostly lurk, I thought I'd share with you guys what I'm doing (besides making a strong AI, but that's another thread)

Earthsage is (will be?) a heavily atmospheric game in which the player delves deep into an ancient crater that is inexplicably (for the sake of variety) not very geologically sensible; the tongue in cheek reason for this is that this is a potential mine for magical crystals, extremely valuable commodities that are not strictly legal for any but those the King gives permits to. The crystals constantly give off a field of energy which alters their environment in subtle ways. The idea is influenced heavily by Clonk Rage, Dwarf Fortress (of course), Liero, Falling Sand Game, and The Incredible Machine, to name a few.

In their natural form, the crystals don't do much. Maybe warm their surroundings a bit, or make plants grow faster. But when they're ground into lenses, prisms, and other forms, their powers are magnified and can be used in precise ways. For instance, one of the first tools the player will make is a melt-gun; a void crystal (which blocks and absorbs most energy put into it like a black hole, but can violently explode if too much is put in at once depending on its quality) is placed in front of a fire crystal lens, which is placed in front of a mana crystal. These activate passive forms like lenses with their own strength, and also carry a charge like a wire if placed between two other crystals. The void crystal is attached to a trigger mechanism lifting it out of the way when pulled, and the result is a finely focused thermal drilling tool.

The player has a skill called Engineering that gives you mostly randomly chosen ideas for inventions such as these that can be carried with you at all times, but you may also place crystals, lenses, prisms, etc manually in the environment, and they'll interact with each other in scripted ways. As the number of types of crystals are fairly limited, the system would be manageable, although extensive.

Your goals are your own - within the crater are other Sages that want the crystals there for their own use, as well as a great deal of riches in the form of metal ores, ampure (a very tough semicrystalline material used in this world for armor and decorative purposes), and the crystals themselves. There would be all sorts of underground features, from dank pools with strange subterranian toads living on their banks, to magma chambers created by large lodes of fire crystals in their center, to verdant caverns of slowly growing green life crystal. All crystals would influence the mood of their surroundings, glowing and mixing together with other light sources.

The surface would exist as a sort of testing ground; creatures there are mutated by the strange energies of the huge mana crystal at the center of the crater, more powerful than most of what you'd encounter underground, and there's a dragon waiting as one of the biggest challenges in the game. There's also merchants waiting just before the rim to deal with you, and if you can manage the engineering required, you can even sell them huge useless blocks of dirt by dropping them onto the wagon they've parked by the edge. If you manage to break it they'd come after you.

Which brings us to the next big part of the game, and the one that would probably be the most difficult to implement - the terrain can fall and roll around, crushing whatever is beneath it, melting in heat, dissolving in acid, etc. etc. Now, anyone can dream of something like this, but I believe I have a way that it might be possible.

To start with, the whole map (which is very, very large. Think on the order of 25 km wide and down an arbitrary amount) is compressed using BSP techniques. The map would not be pregenerated; instead, as you dug there would be a certain (small) chance that you encountered a new feature appropriate to what area you're in. The feature would then be placed in a way that didn't impact what was already there. This way, I could have areas with active conflicts as the player enters them, but if he waited too long one side of the conflict wouldn't have dominated before he got there.

The map is composed of block tiles that are traversed smoothly by players and enemies; in-memory position data is kept track on a rougher per-tile basis, and as entities move they cycle their x,y positions from 0 to 255 within the tile, but otherwise if the player went out of visual sight of an entity, its movements would become abstracted so that it didn't have to do all the acceleration and collision calculations all the time. Collision is not pixel-perfect; rather, each tile type (there are 32, counting two that objects never intersect) has a polygon defined past which the player or other objects may not move. The tile types I have laid out are here


this is a reduced-size guide I made for creating my tile sets - each tile set would contain up to eight variations in graphical style

For terrain that falls, I will be able to trace the outline of a multi-tile block and create a simple polygon that can then be passed to either my own or an external physics library. The tiles are eliminated and an image is generated that falls and rotates with the new entity. The best part about this is that I only need to store three bytes of information per static tile: what block type it is (I have 3 bits left over after the 5 I use for terrain information), what material it is, and how much damage has been done to it. The rest (crystal effects, heat, etc) can be handled more sparsely, as for the most part these are rare, localized events.

There's more I've written down for all this, but I've rambled long enough. I had wondered if anyone was interested in something like this. Not that I'm motivated much by that (there's no guarantee I'll stick with this long enough to put all the planned features, or even make it playable :P), but Bay12's forums are a diverse place, and I think that feedback from it is likely to be valuable :)

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