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Author Topic: Future of the Fortress: List of Remaining Items  (Read 2487701 times)

smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #15945 on: March 31, 2010, 07:47:28 pm »

a tester wouldn't throw out a prediction about release. and that was the third seal broken, of course the lamb already opened the second seal.

I wasn't really being serious and was messing around.

Isn't that how it always goes with seals?

I meant the saying that SirPenguin was a tester wasn't serious. I mean I was messing around when I said that.
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Fault

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Re: Future of the Fortress: List of Remaining Items
« Reply #15946 on: March 31, 2010, 07:48:11 pm »

that's getting into multi-tile creature stuff...

also, think of the lag caused by cave-ins... would you really want your fortress to be part of a MOBILE CREATURE at all times??!

Diablous

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Re: Future of the Fortress: List of Remaining Items
« Reply #15947 on: March 31, 2010, 07:48:40 pm »

would you really want your fortress to be part of a MOBILE CREATURE at all times??!
Yes.
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Quote from: Solifuge
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To dine on a pizza, with cheese,
Thought it was quite fine
To be partly feline,
Excepting the hairballs and fleas.

smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #15948 on: March 31, 2010, 07:49:38 pm »

that's getting into multi-tile creature stuff...

also, think of the lag caused by cave-ins... would you really want your fortress to be part of a MOBILE CREATURE at all times??!

Cave-ins of what though?
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Fault

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Re: Future of the Fortress: List of Remaining Items
« Reply #15949 on: March 31, 2010, 07:55:00 pm »

anytime you disconnect a group of tiles and leave them floating, DF freezes for like half a minute to calculate where they will land, the damage the fall will do, and how much dust will be generated.

Imagine these calculations running AT ALL TIMES for EVERY MOVEMENT YOU MAKE

PsyberianHusky

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Re: Future of the Fortress: List of Remaining Items
« Reply #15950 on: March 31, 2010, 07:55:19 pm »

would you really want your fortress to be part of a MOBILE CREATURE at all times??!
Yes.

Imagine if you got no warning about it on the embark screen
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Thank you based dwarf.

Diablous

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Re: Future of the Fortress: List of Remaining Items
« Reply #15951 on: March 31, 2010, 07:55:48 pm »

would you really want your fortress to be part of a MOBILE CREATURE at all times??!
Yes.

Imagine if you got no warning about it on the embark screen
Would be awesome.
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Quote from: Solifuge
A catgirl, whom oft it would please
To dine on a pizza, with cheese,
Thought it was quite fine
To be partly feline,
Excepting the hairballs and fleas.

PsyberianHusky

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Re: Future of the Fortress: List of Remaining Items
« Reply #15952 on: March 31, 2010, 07:58:17 pm »

anytime you disconnect a group of tiles and leave them floating, DF freezes for like half a minute to calculate where they will land, the damage the fall will do, and how much dust will be generated.

Imagine these calculations running AT ALL TIMES for EVERY MOVEMENT YOU MAKE

But it is so cool, I have fallen in love with everygame I have played that has dared to do this. I know next to nothing about coding but perhaps the game could count stuff as being "inside" via it being its own z-level of sorts and then have something else represent it on the map, this would also be useful for boats.
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Thank you based dwarf.

Fault

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Re: Future of the Fortress: List of Remaining Items
« Reply #15953 on: March 31, 2010, 08:01:26 pm »

i'm not saying it's a bad idea

it's an AWESOME idea

but you'd need a gamma-powered supercomputer from space in order to play DF with it.

smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #15954 on: March 31, 2010, 08:04:00 pm »

Yea, thats the real problem with multi-tile creatures that aren't square (like wagons), how do you keep it from breaking apart when it moves or even turns corners.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #15955 on: March 31, 2010, 08:11:00 pm »

but you'd need a gamma-powered supercomputer from space in order to play DF with it.

Nah, the engine code just needs optimising. I'm sure it would be entirely possible to have large moving chunks of land without much of a hit if it's done right.


Probably the worst part would be pathing; since you'd need to recalculate all the pathing every time something changed.

PsyberianHusky

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Re: Future of the Fortress: List of Remaining Items
« Reply #15956 on: March 31, 2010, 08:12:09 pm »

Yea, thats the real problem with multi-tile creatures that aren't square (like wagons), how do you keep it from breaking apart when it moves or even turns corners.

How to other rougelikes  handle this? If I recall right another one about space travel exist and you get to control a space ship.
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #15957 on: March 31, 2010, 08:13:33 pm »

Yea, thats the real problem with multi-tile creatures that aren't square (like wagons), how do you keep it from breaking apart when it moves or even turns corners.

How to other rougelikes  handle this? If I recall right another one about space travel exist and you get to control a space ship.

I don't know, haven't played any other roguelikes.
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Rafal99

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Re: Future of the Fortress: List of Remaining Items
« Reply #15958 on: March 31, 2010, 08:20:20 pm »

Yea, thats the real problem with multi-tile creatures that aren't square (like wagons), how do you keep it from breaking apart when it moves or even turns corners.

How to other rougelikes  handle this? If I recall right another one about space travel exist and you get to control a space ship.

You probably mean Privateer: Ascii Sector. Well it is a totally different story.
In space you don't have walls or channels or closed doors. You just move in the direction where the enemy is, no pathing involved at all.
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The spinning Tantrum Spiral strikes The Fortress in the meeting hall!
It explodes in gore!
The Fortress has been struck down.

PsyberianHusky

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Re: Future of the Fortress: List of Remaining Items
« Reply #15959 on: March 31, 2010, 08:25:22 pm »

Yea, thats the real problem with multi-tile creatures that aren't square (like wagons), how do you keep it from breaking apart when it moves or even turns corners.

How to other rougelikes  handle this? If I recall right another one about space travel exist and you get to control a space ship.



You probably mean Privateer: Ascii Sector. Well it is a totally different story.
In space you don't have walls or channels or closed doors. You just move in the direction where the enemy is, no pathing involved at all.

Woa, this is different from the one I was talking about, but it looks wicked sick, Is it anygood ? I might pass the time to DF 2010 with this
« Last Edit: March 31, 2010, 08:28:14 pm by PsyberianHusky »
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Thank you based dwarf.
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