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Other Games / Re: WURM Online
« on: January 30, 2009, 02:21:50 pm »
Wurm is not 3d. The mines kind of look like 3d but they're not--try making two tunnels cross each other at different levels if you don't believe me.
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Sorry, I was "Archive Binging" and I mistyped/Freudian-slipped trawling.
On the subject of archive binging, I just finished El Goonish Shive, including the fillers and NPs. I am a webcomic addict...
I've read all of the following, in no particular order. Quality may vary, and some of these no longer update.Spoiler (click to show/hide)
Room for improvement: Since "many-to-one" is a bunch of stuff stored in one stockpile which is NOT just one square but many, can't "one-to-many" or "one-to-one" take from, say, two corpses lying literally right next to each other? Maybe there can be a certain radius inside which you run a VERY short A* to ensure there's connectivity, and then treat them like the same point of origin. Would only run that to look for other nearby stuff after picking up the first item though, no point in scanning the whole map for items close to each other.
Maybe you mean something different by "connectivity," but if you just mean strict accessibility -- the connected component numbers exist for the purpose of pathfinding feasibility checks, so that shouldn't be necessary.
I think the game uses short-range floodfills for impromptu pathfinding, like for flying creatures attacking from the air -- maybe those would work best for finding nearby haulables.
traphic? WTF was I thinking?
Anyway, you're wrong... It does work that way.
Nuuu, the different messages would be handled by the message system, which takes a description of what happens and then writes it out from the player's viewpoint. Works quite well, as it allows you to focus on other things first before refining the grammar syntax.
Getting hit should work the same way for everyone.
I think the player should definitely be of the monster class. This way it is much easier to enable monsters to interact with the environment and each other the same way the player does.
The only different would be when the monster calls his AI routine, the player should call the input routine.
You should still keep an eye out for additional input, though, so the player can press 'Q' should he bug into a coma and keep missing his turn.