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Poll

How should we make a DF multiplayer game?

In the form of a MU* (as has already been tried)
- 4 (4.3%)
Empire building browser-based game, using the Frost and Flame engine or making it from scratch
- 10 (10.9%)
Adventure RPG browser-based game, using the Dragon Knights engine or making it from scratch
- 4 (4.3%)
A dungone crawler or maybe cooperative fortress builder client-based game using the Eclipse engine (would be real time, and have better graphics than browser-based games)
- 25 (27.2%)
Cooperative fortress building browser-based game, with traditional DF top-view 2D tiles
- 45 (48.9%)
a deviant of the cooperative fortress building browser-based game, were the tiles are grouped into bigger "sections"
- 3 (3.3%)
Other (propose it in the thread please)
- 1 (1.1%)

Total Members Voted: 92


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Author Topic: Creation of a DF Browser Based game?  (Read 24667 times)

webadict

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Re: Creation of a DF Browser Based game?
« Reply #180 on: November 13, 2008, 07:37:11 pm »

I'm thinking it might be wise to have combat resolution exist outside of the normal turn based actions.  If it were to work similarly to combat in DF you would get some trickiness when two players are attacking eachother
If two players attack one another, one would be defending and the other would be attacking. It still works with the system. What other possibilities are there?
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Vactor

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Re: Creation of a DF Browser Based game?
« Reply #181 on: November 13, 2008, 07:53:27 pm »

I'm thinking it might be wise to have combat resolution exist outside of the normal turn based actions.  If it were to work similarly to combat in DF you would get some trickiness when two players are attacking eachother
If two players attack one another, one would be defending and the other would be attacking. It still works with the system. What other possibilities are there?

the player who is defending goes ahead and attacks the player who is attacking, which depending on how the combat system works, with some sort of automated defense, complicates the issue by doubling the combat actions of the fight, and how fast each player is taking their turn may determine the outcome of the fight.  It also makes fighting a player that is offline completely different from fighting a player who is online.  I think it makes more sense to have initating combat take energy/turns, but the combat is resolved outside of the turn system
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Poltifar

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Re: Creation of a DF Browser Based game?
« Reply #182 on: November 14, 2008, 01:22:31 pm »

So... what if we made a table and centered the font of each character in each box? We could use Arial or Times New Roman, since they have all the characters, and the characters could have some spaces.

That's exactly what I tried, and although it works, it just doesn't look alot like DF since there is spacing between the characters, and also, programming every single cell of the table one by one seems less practical than simply outputting the characters connected to each other...
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

webadict

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Re: Creation of a DF Browser Based game?
« Reply #183 on: November 14, 2008, 01:29:25 pm »

Did you try making the font bigger to account for the spacing?
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Poltifar

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Re: Creation of a DF Browser Based game?
« Reply #184 on: November 14, 2008, 01:54:42 pm »

Yes, and I also tried to make the table cells smaller. But there is a limit to how much the sides of the cells can be close to the content, and this limit is a bit too large. Not to mention that on different computers and browsers, the fonts and tables can vary slightly, but even slight variations can be disastrous to the layout's look if we are trying to get the cells exactly the size of the characters...
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

webadict

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Re: Creation of a DF Browser Based game?
« Reply #185 on: November 14, 2008, 02:01:53 pm »

Hmm... Maybe we should go with pictures then. It's not too bad if it's 9x9.
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Kashyyk

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Re: Creation of a DF Browser Based game?
« Reply #186 on: November 14, 2008, 02:35:41 pm »

But that would require a download wouldn't it?
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Poltifar

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Re: Creation of a DF Browser Based game?
« Reply #187 on: November 14, 2008, 02:48:46 pm »

Yes, that's the picture's problem,and it would also mean making a picture for every symbol, multiplied by every color we use, so about 100x8 graphics... And that's if we don't also use background colors...
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

webadict

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Re: Creation of a DF Browser Based game?
« Reply #188 on: November 14, 2008, 04:06:06 pm »

Well, it's either that, or we distribute symbols among the fonts we have. Which is probably fine since there are a fair amount of them.
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Kashyyk

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Re: Creation of a DF Browser Based game?
« Reply #189 on: November 15, 2008, 10:56:20 am »

I agree with your suggestion
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winner

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Re: Creation of a DF Browser Based game?
« Reply #190 on: November 16, 2008, 10:16:51 am »

I hope you separate the graphic font from the message font so that it's easier to change things later.
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winner

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Re: Creation of a DF Browser Based game?
« Reply #191 on: November 17, 2008, 08:45:41 pm »

So I had this idea that you could get more realistic water flow over the "flat" ground by making it an array of theoretical arrows.
Code: [Select]
>^>>
v>^^
>>>^
This means that you have water actually "wear" away channels by having it change the direction of arrows it flows over often.
(the Os are where the water can flow from a tile pointing that way)
Code: [Select]
ooo
 ^
I also realized that you can prevent any closed loops by dissallowing any tiles pointing the oposite direction within the 8 tiles around it
Code: [Select]
ooo
o^o
ooo

« Last Edit: November 17, 2008, 08:49:34 pm by winner »
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The great game of Warlocks!

qwertyuiopas

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Re: Creation of a DF Browser Based game?
« Reply #192 on: November 17, 2008, 08:57:25 pm »

You could also have any flow affect all nearby 8 tiles if there is more than 2 matching directions within those 8...
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Poltifar

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Re: Creation of a DF Browser Based game?
« Reply #193 on: November 18, 2008, 02:04:36 am »

Hmm, but for water flow, how often should it be calculated? We must remember that fluids can take alot of processor power, and if we are going to host this thing on some low-powered machine to try it out, we won't have so much power available.
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

omagaalpha

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Re: Creation of a DF Browser Based game?
« Reply #194 on: November 18, 2008, 08:17:43 am »

Yous should focus topic what first version of game will have and worry about more advance topic down road later once figure first version will have.
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