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Topics - Shoku

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General Discussion / How do mines work?
« on: August 19, 2011, 01:22:47 am »
I've been trying to look around the internet to figure out how mining has been done historically but the information seems really sparse, or perhaps hidden away in unnamed heavy tomes in libraries somewhere.

There are plenty of videos for super digging machines but I'm more interested in the space people mine out.
Now with what I have found the old handworked mines seem to just be two tunnels intersect in some hillside.
With the heavy modern machinery our coal mining is done as a big flat room with a lot of pillars or support wall structures until they mine out the area and they can then mine those out from the back and let the rock collapse to refill the space.
The only multilevel design I could find had some undescribed mining pattern up top with a lot of shafts for dumping the material down into mine carts.

Wikipedia goes through a few other modern methods but doesn't have a whole lot more about these kinds of tunnel formations.
I have this mental picture of a mine where the miners ride down a shaft in an elevator. This seems to have been in a lot of movies so I would imagine it had some basis in reality. I hoped to see cross section images and maps of actual mines but I just can't find any of that.

Anyone knowledgeable about this?

2
Creative Projects / Zelda World Generator Project
« on: April 27, 2011, 04:35:15 pm »
Old school and 2d because it's easier to screw up connectivity in 3 dimensions.

So basically this is me talking about how I plan to put the logic for this together. You probably don't have any reason to read it if you don't know a little bit about or have any interest in random map generators.

My concern:

I tend to realize I left something big out midway through these things but I don't think that will cut it here. I need to have the scope laid out up front.

First Analysis:

So in these games you can't just do a plain maze generation, except that you almost can. While a lot of the paths loops back on each other you've rarely got more than one real path you can go down to progress to the next boss. I can basically set it up like the Gaussian noise landscapes that make decent terrain. The maze is the lowest resolution step.

The games I remember so fondly would frequently have some tool or event open up a shorter path to go from where you were back to town so actually trying to place more detailed features literally on top of a simple maze won't work, I would have to contort the whole thing to get paths to cross over each other (or have it be 3d but that's just going to be a mess.)
No, it needs to be a middle layer on top of the abstract path of first dungeon, second dungeon, third...

The other failing of using basic maze generation is that the areas are rarely shaped like winding tunnels but rather have more of a hub and arm layout. The levels from the middle of the game onward are a strong mix of both (LttP's Ice Temple was my Water Temple before gamers griped about Water Temples- getting from point a to b without the puzzle's required conditions really does just throw you back to an earlier state demanding you navigate your way through it once again.)

So basically every junction in the game is a lock and key barrier, other than the linear path you're presented. Except that it isn't linear. The dungeons especially have junctions where you're given a choice of which door to unlock with those universal yet single use keys. This brings the danger of a choice where all of the player's keys have been used but the paths to the remaining keys all remain locked off. The cheap solution to this is to place a key behind every door but that isn't satisfying as the structure becomes too predictable.

The Actual way to do it:

The better way to do guarantee that things are solvable is to work backwards so that you're always placing the key to a door somewhere in front of it. Any time there is a new obstruction to that key the obstruction will have a key available somewhere reachable. You can't have an unlimited number of paths using the same key type all on the same hub like this but having more than six paths on a hub usually feels like bad design anyway. The largest rooms all have barriers down the middle that require solving some multistep puzzle to open up. This method also allows for safe generation of one way paths into new areas.

For the purpose of setting up the map all of the tools are just a multi-use key with a specific (or not so specific) lock they fit into. In the case of puzzles you couldn't have reached until you have the tool needed for them they really don't need any puzzle logic- they just fill up space so the player progresses through them much the same way as they would through an empty hallway. The problems with a series of empty hallways are that they present poor pacing, don't offer any mental reward, and don't continue to make the old tools feel valuable enough to keep carrying around.

So working backwards from the end to place every required object before the lock it opens gives the lowest component. Filling in space between these junctions with locks the player already has the keys for (old tool puzzles, mazes, or puzzles requiring no tool, or just fights with generic monsters,) and winding the path back to familiar locations so that it doesn't take too horribly long to get somewhere once all the doors are open provides the middle component.

The last layer to this random map generator is all of the one shot puzzles that fill the nooks and crannies with money or life fragments. These are all optional and don't consume exhaustible resources so they can go anywhere in any order.

Closing Thoughts:

I think this pretty much does it for the overall map. It will leave empty spaces at the "end" for the tools the player got at an earlier point in the game so at this point the npcs and enemy encounters can all just be blank boxes like that. Stages where the player actually has to deal with a specific npc to open some gate don't require any more fleshing out than that because it's not this has the mechanisms for exhaustible keys or any of those tools yet- it really just needs to place the rooms and their locked doors onto a grid.

Some of the more complex dungeon rooms and wilderness screens are really several "rooms" in the way I've been using that word so having a "screen" be a 5x5 area on the grid should make these kinds of things easy enough to put together without tangling up the logic to much. It would work about the same way as crossing the paths so that players go back to a town area after most dungeons except that the paths would remain distinct.

With all of this in place though it shouldn't be too unmanageable to fill it in. Games like Diablo just stitched together prefab set pieces so it shouldn't really be new ground to tread. Lot of work obviously but if I'm really not up to it I could hand the generator off to other people.

So I think that's everything it would take to get the structure of the world put together. This is fairly grandiose compared to the random level generators people usually make for games but can anyone see any particular roadblocks that would get in the way? Or anything important I've left out?

3
Creative Projects / An Otherworldly Ark
« on: February 24, 2010, 08:46:44 am »
I've decided this deserves some spring cleaning what with my having taken the concept through another half a dozen iterations since starting the thread (in about as many months.)

I am deeply dissatisfied with fictional species from almost every medium, artist, and so on. Going out there you're lucky if each world doesn't just have a sentient humanoid and some pet along with a few colorful plants but even if a fictional world has some variety it's all so heavily derived from Earth life.

The reason for this? Progressive thinking. Everyone wants to think that life starts as some bland slime and progresses up to the top of a ladder where it then builds telescopes and cars and things but evolution isn't about that at all. Evolution just has species adapting to their local environment- if something works NOW it sticks around. All of these complicated and delicately balances systems just show up because of so many organisms competing with each other.

Nobody makes their fictional worlds like this. It's always that progressive starting point A and ending point B and THEN they try to fill in the stuff in the middle, or really a lot of the time they don't even bother. I'd like to change that. It seems like a simple way to keep people from just aiming for some end point is to have different people take over the reigns.

So then the thing this is actually about: I'd like to get a few people drawing animals. Really all that's required is a shape that's clear enough to tell where the mouth is at and a reasonable resemblance to the ancestor species but you're more than welcome to talk about any organs and things that are part of the creature. Right now I'm acting in a largely advisory role but I will definitely make numerous artistic contributions if this project doesn't fizzle out.

09/29/10: We've got several varieties of simple bacteria colonies nestled in a shell of two slabs of calcium-y material and one very unrelated balloon sort of creature.
11/15/10: There are a few lineages now. An eight armed jet creature has come from the old bacteria colonies and diversified into several forms and there is also a long... thing rooted to the ground by a hard shell. We have an entirely alternate lineage of what seem like electro-plants so far.
The prompts really need attention to take this project in a direction unlike the trashy alternatives out in the rest of the web, or maybe we need more people.
Spoiler: Old Details (click to show/hide)

Current prompts:
There are plant globs floating around on the water's surface now. Enough mobility to seek them out would be very advantageous.
Life stages. Not everything starts out a small version of the parent just doing the same thing for it's entire life.  Right now we've got a few things that hang around on or in the parent early on but metamorphism is untouched.
Other environments. We've got some wacky stuff out on the continental shelf but in close proximity to that there are tide pools, streams, and murky swamp type areas. All of these can have very different salinity from the continental shelf waters but some may not. Still the depth of water and character of the ground below it have obvious differences and the virtue of living somewhere your predators do not always holds great promise.

Thread Summary:
Up to post 33 - Mainly Star Trek complaints.
Post 34 to 50 - Supermikhail shows up as the first person willing to draw anything and I start talking details about the project.
Post 51 to 60 - I apparently never asked people to make something with muscles skin and nerves. They thought we were just picking up from unicellular bacteria before that. Also I talk about the advantages of sexual reproduction other than orgasms.
Jopax authors a bacteria species with shells.
Infodump about oxygen.
Mikhail gives a bacterial colony jet propulsion and I try to explain organs.
Posts 61 to 70 - First drawings and working out what anyone else is talking about.
71 to 80 - Things actually start to take off with creation and drawing.
-Anyone new can maybe start around there but I will eventually review the rest of the thread as well.

4
DF Gameplay Questions / Fortifications, pressure, and river animals.
« on: April 24, 2009, 02:16:11 pm »
I just wanted to write this down somewhere before I got a chance to forget about it again-

River creatures and the like move through submersed fortifications pretty easily and with my understanding of how the bug works I figure this is a longshot but does anyone know if they move through submersed statues the same way or should I get on checking that?

5
DF Gameplay Questions / Glacial Soil
« on: April 23, 2009, 07:22:25 pm »
I'm a bit lazy so I didn't do a very exhaustive search for this but I've got access to a lot of sand on this glacier I decided to embark on- no, it's not from a nearby biome but rather from... rock salt.

The rock salt is just below one layer of ice but as I dig down staircases into it they become red sand down staircases. Those are obviously not useful at all but after a cave in I've now got a glass industry where I didn't expect it.
Now, because it's just floor tiles I still don't get easy food but-

Is this common/well known?

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