Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - winner

Pages: [1] 2 3 ... 45
1
Creative Projects / Fern Gully 3: Hexxus-Quest (my 7drl)
« on: March 10, 2015, 01:00:40 am »
I'm working on a game for the 7 day roguelike competition.
In it you are a wizard who powers his spells by draining the life out of the terrain.
This adds an interesting tactical and strategic level because magic becomes a spatially distributed non-renewable resource.

You can play the current working version here. (You deal damage equal to 1/4th of your current mana. The green leafy patches are where you can find mana.)

I'm interested in any ideas or feedback.

2
Creative Projects / my 7drl plan (bob's big game safari)
« on: March 05, 2014, 01:53:17 am »
Every ten years the Quendian department of natural resources holds a lottery for one weeklong permit to kill one Jabberwock.  Your uncle through his political connections obtained the permit for you.  As part of this ancient test of manhood you have embarked with nothing but your bare hands and a brand new top of the line Vorpal Kill-o-Zap 3000 and will not return until the week runs out or with its head you come galumphing back.  However you will be fined for any protected species killed along the way.

Download it here: Coming Soon.

How it might look: (made with advASCIIdraw)
an overhunted level.


deeper


Design Goals:
-Attractive and evocative scenery
-Interesting and challenging creatures to hunt

Gameplay: Gather items. kill wildlife for money and trophies. Kill jabberwock. Return.

Controls: arrows to move.

3
Creative Projects / Re: Poll: which [grass texture] is better?
« on: February 25, 2014, 12:09:47 pm »
I am very interested in anything called a "plant sim" can I have a look at the code for the old project?

4
Creative Projects / Re: An Artsy Question About Perspective And Math
« on: February 24, 2014, 03:23:16 pm »
what you want is a logarithmic scale. like on a slide rule.
With a logarithmic scale the proportions stay constant as you move along it making it look like equal intervals.

5
General Discussion / Re: Calm and Cool Progressive Discussion Thread
« on: February 14, 2014, 08:01:41 pm »
I once accidentally shot myself in the crotch with pepper spray.  (I thought "pepper blaster" mean it was a strange kind of pepper grinder). I can report that capsaicin is quite effective incapacitating me for several hours.

6
I confess I don't entirely understand why you didn't use djikstra's path finding algorithm (A* without the estimate of remaining travel distance).
It works on any direct or undirected graph with variable movement costs. The performance is fine for graphs of this size (I had dozens of critters recalculating their paths every turn with no noticeable delay.)

7
DF Suggestions / Re: Disregard
« on: February 03, 2013, 12:23:22 am »
does this thread exist on the eternal suggestion voting list?

8
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 02, 2013, 10:07:50 pm »
I'm a little more comfortable with rotting material creating localized infestations of a saprophytic pest that causes incidental damage to living plants, rather than calling it biological toxicity.  The game play effect is about the same, but I enjoy the thought of goblin corpse causing problems because the blood maggots damage plants that grow right next to it rather than thinking it is because as it putrefies it leaks temporary toxins into the soil.  They wouldn't be able to reproduce by eating living plant matter and shouldn't spread but if an infestation of a pest or disease can vary in density I would prefer that they be the reason for biological toxicity.

High levels of nitrogen cause salt toxicity which is why manure tea is one way of using raw manure without as many problems.

9
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 02, 2013, 08:45:01 pm »
(I think it would be simplest to have a "dig compost" job that turns humus from a stat into an item, when it gets set back down it turns back into a stat.  That way there would  be no fundamental difference between composting on your fields and composting in a pile, just efficiency differences)


In real life the biomass from the previous crop continues to decompose during this years growth.  Because the micro-organisms that decompose this material temporarily lock away nitrogen, adding too much delicious carbon containing material can cause your crop to starve for nitrogen because the decomposers have a population boom.  This nitrogen is released again when the micro organisms die.  As you know this is why the carbon to nitrogen ratio of your raw biological material is so important.

I think your intent is for biological toxicity to modal both this nitrogen starvation and the decomposing organisms acting as facilitative plant pests?

10
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 02, 2013, 08:13:03 pm »
so you have biomass which is the organic material pre composting and you have humus which is it post composting and as it rots it releases some portion of toxins into the soil.

are you planning on modeling the nitrogen that is temporarily used by composting material?

11
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 02, 2013, 07:54:29 pm »
what is biomass as separate from humus? If there are thoughts of combining them there must be details that differ?

So when you add material to be decomposed in your model, it is immediately turned into humus/biomass, but at the same time some biological toxicity is added? And then fairly quickly (like over a season) that biological toxicity goes away?

12
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 02, 2013, 07:22:19 pm »
are there any points that we disagree about?

13
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 02, 2013, 05:50:43 pm »
Spoiler (click to show/hide)

Still, even a tiny impact by penning rotten kitties would result in a tiny but significant log curve, if you don't cap the benefit of fertilization over time. (Compound interest on a penny over enough time will bankrupt the planet.)
The pests don't have to contain any nutrients or be compostable.  They can return any nutrients they steal from the plant back to the soil immediately.  There don't have to be any violations of conservation of matter.

You seem to be using a fertility modal that I'm not familiar with.
The official fertility modal as I understand it is
  • Green manure and other raw biological material: poisonous to plants if there is more than a certain amount. Gets converted to organic matter over several months.  When you plow a crop in, this is what is added.
  • Organic matter: keeps nutrients from washing away in the water (not necessary for growth)
  • Nitrogen: necessary for growth, washes away easily, can be created by growing legumes
  • Phosphorus: necessary for growth.  Closed on map nutrient cycle
  • Potassium:  just like phosphorus

None of the composts or other supplements are pure biological material or organic matter, they all contain plenty of nutrients to do the fertilizing for them.

I think NW_Kohaku is arguing that we don't need to bother modeling organic matter because different soil textures already have different amounts of nutrient leaching so organic matter would be redundant.
I want to include organic matter because I'm really attracted to the idea of allowing a badly maintained forest to erode into a sterile wasteland that can no longer hold any nutrients. 

14
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 02, 2013, 06:23:12 am »
I like the idea that dry soil will lose organic matter but the specific mechanism you proposed causes a problem. If the soil is so dry that it loses organic matter faster than it gains it then it will end up with no organic matter.  if it gains organic matter slightly faster than is loses it then it will end up with loads and loads of organic matter.

Cold and wet are two conditions that lead to the accumulation of loads of organic matter because nothing can grow to eat it up. 
In the polar regions maintaining soil fertility shouldn't be a problem. Your problem would be lack of light and cold temperatures preventing plants from growing.  Fertility doesn't just vanish, it is either converted into food or washed away.


15
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: February 02, 2013, 03:55:49 am »
I was really moved by your vision of finite resources in (semi) closed cycle, and by difficulty scaled along multiple dimensions.  As I program a prototype of this to see how it might feel to play I'm going to focus on the dynamics of it and disregard many of the details of your proposal.

here is what I understand as the important game play dynamics involved.

Mining Fertility from the land: Just as smelting steel involves your whole map because you have to collect the materials.  Farming is more interesting when you go out and collect the fertility, whether it is by collecting cow pies, composting logs, or depositing fertile silt from the river. 

Diseases and Pests: Even if you have no way of fighting them, they make you try new crops and farming styles, as a consequence there is no such thing as the perfect crop.  Similarly when you run out of Hematite ore you start smelting the Galina that wasn't worth bothering with before.

Crowding neighboring plants: When plants compete with their neighbors for light you can become very creative with the spacial layout of your crops.  We have countless threads on how to place your workshops and stockpiles for just a little bit more efficiency.  If weeding is an issue people will come up with things like planting prickle berry and valley herbs together because by the time the herbs are harvested the prickle berries will have grown large enough to suppress weeds on their own.  Little fisher berries might be planted among the apple trees because the berries use the little space left over after the trees have used most of it.

I'm going to see how it feels to play with just these 3 features and then slowly add in the fancier stuff.

Pages: [1] 2 3 ... 45