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Messages - Lightman

Pages: 1 ... 18 19 [20] 21 22 ... 34
286
Creative Projects / Re: Adventures in Magdorm! An ASCII adventuring game.
« on: January 04, 2010, 03:20:07 am »
Classes are actually not very complicated, conceptually and they can be quite useful. C++ lends itself to some share of bloating and bad implementations but that depends on the programmer. The logic is pretty straight-forward, going from functional to object-oriented. When you get more into programming, you'll see the benefit of classes. If you need some pointers, I might be able to give you a couple examples.

Cheers

287
Life Advice / Re: I forgot every thing...Now I want to program again...
« on: January 03, 2010, 02:31:10 pm »
Cool. Have fun.

288
Life Advice / Re: I forgot every thing...Now I want to program again...
« on: January 03, 2010, 02:34:48 am »
I think this is a reasonable suggestion: Try C# using Visual Studio Express and .NET. It is much easier than C/C++ and teaches the same general syntax. Using managed code and Visual Studio will help you learn more quickly: it helps you find mistakes in coding and correct problems.

289
DF General Discussion / Re: Topic Vote - Dwarf Fortress Talk #5
« on: November 25, 2009, 10:55:26 pm »
ADVENTURE MODE!!!  :D

290
DF Suggestions / Re: Voting Thread: Adventure Mode Skills
« on: May 27, 2009, 12:27:17 pm »
That might be cool. I'm not sure how it would work but I hadn't considered fey/strange moods and martial trances in adventure mode. It could be a possibility but I don't think it would make much sense if you still retained control of the character and that makes less sense in adventure mode.

291
DF Suggestions / Re: Voting Thread: Adventure Mode Skills
« on: May 21, 2009, 07:24:46 pm »
If I build up a trade skill in Adventure mode, does that mean I can go into a strange mood?

What? I don't follow you. Trade skill? Why would that result in a 'strange mood'? It would be interesting if you could get a 'strange mood' in Adventure mode, but it's hard to imagine how it would work.

292
DF Suggestions / Re: Cosmopolitan Settlements
« on: May 21, 2009, 07:20:45 pm »
This could be fun. I think it sounds like a fun addition if you had to maintain a forest for your elf population, build above-ground housing for humans, towers for goblins and mountain/cave/underground dwellings for dwarves and the like.

293
Creative Projects / Re: Fan run unofficial Bay12games store?
« on: May 21, 2009, 07:17:24 pm »
I'll be free to manage the store, as I'm taking a gap year before college, and why not give some of the fans a cut for their contributions?

Again, just throwing the idea out there for now. I don't expect this to happen, but who knows what tommorow holds.

I think it's definitely possible and a good idea. I think there are many fans who would put up ideas and buy Bay 12/DF stuff.

294
General Discussion / Re: Scamps video upload
« on: May 19, 2009, 08:39:19 pm »
I am not a big fan of YouTube, but it worked... and Scamps is awesome. I liked the end; I thought he was going to jump onto the chair again but then he pulled a feint-roll-and-kick maneuver, instead. ^_^

295
DF Suggestions / Re: Voting Thread: Adventure Mode Skills
« on: May 16, 2009, 03:00:14 am »
Why collapse a town? why not just channel out the carp-filled river to reach every nook and cranny, then watch the ensuing gore fest?

Why not a combination of both? Either way, I'd love to see some new actions in adventure mode!

And once again... including a way to drop things one square away...

296
DF Suggestions / Re: Voting Thread: Adventure Mode Skills
« on: May 11, 2009, 05:59:15 pm »
As soon as digging enters adventure mode, people are going to do horrible, horrible things - like flood towns, or do the ol' dig-out-and-collapse-the-town trick.

And how awesome would that be! ;) People already have fun with fire (as I understand). Now, if only we could control fire and cook / forge things with it.

And I still want to be able to dump (drop) items one square away from my player.

297
DF Suggestions / Re: Traditional commands
« on: January 14, 2009, 06:38:53 pm »
The dwarf I usually find annoying is my trader. However, the player should never be able to directly control a dwarf. The dwarves have individual personalities and some should be better at prioritising work than others (which, in theory, is the case now).

The idea of job priorities is more sensible. I think it would be hard to implement, but it's basically automating what players do in the game already.

Otherwise, we need the manager dwarf to go around yelling at lay-abouts to get them moving... perhaps with the hammerdwarf for proper motivation ;p ...

298
DF Suggestions / Re: New ways to capture stuff:
« on: January 14, 2009, 06:21:54 pm »
I like the idea. I could imagine under military:

f: Food carried - One ration
w: Water is not carried
...
p: Prisoners - Squad takes prisoners

Then perhaps the hunter/ranger dwarves could fill in the "capture with rope" area...

299
And yet we have well-built bridges in real life that have collapsed despite being inspected and having no dangerous flaws found (until after they collapsed). This is more conservative than that.

But if we use that as a guideline, then the inspector(s) would be of no use. What you're saying is, they failed. :p Yes, bridges and structures sometimes fail, but what percentage? Due to what factors? Weather is a huge factor in real life. Is the game going to start calculating stress on platforms and beams due to expansion and contraction from heat and cold? Damage from water-flow and wind?

People usually don't see degradation over time. These things are always a surprise. A freak weather event, a mistake in the initial construction/design or an accident (eg. a ship collides with a support) and suddenly the whole thing falls apart.

I would agree that architecture in the game could use some work and this suggestion brings up some useful places to start looking at it. It's also good to be willing to revise the whole idea (as you have suggested, you might). However, we also have to ask how this improves the fun and quality of the gaming experience. That's where I start to see trouble here. It gets extremely complex if it's to be realistic and that doesn't necessarily make it fun.

I think Footkerchief's suggestion of identifying stress points seems more likely. Otherwise, perhaps the 'inspector' could just be another function of an architect? The question is: do we really want bridges/structures collapsing and how do we balance that, if we do?

300
Yeah, I'm afraid I don't see this adding much to the game. It also doesn't make much sense for a stable piece of architecture to degrade significantly like that. The only possible problem should be poorly designed/built architecture... but that is a different topic.

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