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Author Topic: Height system revamp to a x/7 terrain  (Read 1687 times)

Bricks

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  • Because you never need one brick.
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Re: Height system revamp to a x/7 terrain
« Reply #15 on: August 11, 2009, 04:05:28 pm »

Erm, until we have a better way of viewing layers, I really don't want this.  For example, how would walls of mixed stone/soil/ore/gems be displayed?  Would they "flash" between their constituents, or would there be some sort of intense algorithm calculating all of this?  And then we would lose the in-a-glance information provided by the current tile scheme.

Also, just to keep me from going crazy, you are talking about an EIGHT layer system.  0-7 is eight separate integers.  Personally I think most of these issues could be addressed by tagging certain tiles appropriately.
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lucusLoC

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Re: Height system revamp to a x/7 terrain
« Reply #16 on: August 11, 2009, 06:39:25 pm »

Yeah, that is why i think the simlified version stands a better chance at getting implemented. And you are right, adding a floor is eight, but since floors currently have 0 mass and 0 volume they can be handled the same way they are now. Also in the simple version rock types would be the same on any one z level, just as they are now, the only variable would be volume. Rubble would be homoginous (sp?) and so would not have a rock type. Multi rock walls could be limited to only one type of rock for simplicity as well. All of these are, of courese, simplifications and cop outs to keep things managable, similar to all the sugestions for booze mixing and bolt/coin/item restacking. More eligant solutions exsist (such as makin stacks containers in and of themselvs, and trcking individual items at all times) but the cost/benifit ratio is questinable. I think some sort of volume handaling needs to be put in sooner or later, just to solve the quantum stockpile problem and to allow for the construction of burms from dumped rubble.
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