Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Abstract Code Fortress Mod(Idea)  (Read 1227 times)

TheSpaceMan

  • Bay Watcher
    • View Profile
    • http://www.digital-lifeform.com
Abstract Code Fortress Mod(Idea)
« on: July 25, 2008, 08:37:01 am »

I was thinking on how you could do DF a bit more abstract.
I am not sure that all changes are possible.

What i would like to do is, "Dwarfs" = "Functions" / "Process".
Plants get the names "int", "float", "bool", "char".
Bins, barrels and bags gets names like "list", "vector", "stack".

Minerals would get names like "0xFF00FF" and would be smelted into "Purple".
Would be kinda fun.

Enemies and evil creatures get names like "corupted heap", "stack overflow", "0x000005"
« Last Edit: July 25, 2008, 08:39:39 am by TheSpaceMan »
Logged
Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Pickerel

  • Bay Watcher
    • View Profile
Re: Abstract Code Fortress Mod(Idea)
« Reply #1 on: July 25, 2008, 08:52:00 am »

This gets the Pickerel Seal of Approval!
Logged

TheSpaceMan

  • Bay Watcher
    • View Profile
    • http://www.digital-lifeform.com
Re: Abstract Code Fortress Mod(Idea)
« Reply #2 on: July 25, 2008, 08:57:19 am »

Then if some one think the game is hard to understand you can give them this mod and tell them.

use your function to plant a int seed, once the int seeds turns into a int, turn into classes or structs, but remember to have enough vectors and lists to put them in.
Logged
Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

TheSpaceMan

  • Bay Watcher
    • View Profile
    • http://www.digital-lifeform.com
Re: Abstract Code Fortress Mod(Idea)
« Reply #3 on: July 25, 2008, 08:59:44 am »

maybe the plants should be random ints and random floats.
That would make more sense to plant a random float seed that grows into a float/int.
Logged
Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Dr. Melon

  • Bay Watcher
    • View Profile
Re: Abstract Code Fortress Mod(Idea)
« Reply #4 on: July 25, 2008, 09:51:35 am »

This sounds fun.
Logged

TheSpaceMan

  • Bay Watcher
    • View Profile
    • http://www.digital-lifeform.com
Re: Abstract Code Fortress Mod(Idea)
« Reply #5 on: July 25, 2008, 09:54:04 am »

could you make it so that a plant seed is another type then the plant it came from?

(ps. ofcourse Elves would become "overflow")
« Last Edit: July 25, 2008, 09:59:36 am by TheSpaceMan »
Logged
Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Warmist

  • Bay Watcher
  • Master of unfinished jobs
    • View Profile
Re: Abstract Code Fortress Mod(Idea)
« Reply #6 on: July 25, 2008, 10:45:56 am »

plant seeds could be shorter version like: short int->long int or float->double :D

TheSpaceMan

  • Bay Watcher
    • View Profile
    • http://www.digital-lifeform.com
Re: Abstract Code Fortress Mod(Idea)
« Reply #7 on: July 25, 2008, 10:54:00 am »

is it possible to rename the field? it probably isn't but it would make a nice "randomGenerator();"



The idea behind plant would be plant "1" <-> "0" where they all drop a seed to a another number and not in order 5->1->3->6->4->2->8->9->7->0->5 etc.

Each plant would use the Alt tile value to show it's current value and the value of the seed it vill drop.

Is this even possible?

ok alla food types will be structs.

That way i can turn the creature into a class with parts like fetch(); update(); move(); where fetch would be hands, move feets and update the brain.

Wepons would be reduced to these three free; corrupt(); and delete;
« Last Edit: July 25, 2008, 11:12:39 am by TheSpaceMan »
Logged
Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Abstract Code Fortress Mod(Idea)
« Reply #8 on: July 25, 2008, 12:06:24 pm »

The flying +bad RAM memory block+ strikes the Function in the header! It is mangled! The Function's argument list is broken!
The Function hacks at the Viral Subprocess in the body with its -Advanced Delete Routine-! It is broken! The Viral Subprocess's allocated memory has been slashed off! The Viral Subprocess has been struck down.

Tron 2.0 looks better in ASCII.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Abstract Code Fortress Mod(Idea)
« Reply #9 on: July 25, 2008, 12:22:04 pm »

Sounds good. Make it so that the tileset looks like a terminal interface, and call it work-safe DF. See, I'm not playing a game; this is just a code window!
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

TheSpaceMan

  • Bay Watcher
    • View Profile
    • http://www.digital-lifeform.com
Re: Abstract Code Fortress Mod(Idea)
« Reply #10 on: July 25, 2008, 03:23:18 pm »

Thinking this could be way cooler then intended. :P But I won't attack it untill the GUI editor is done.

Tried a quick world with the races, C# Classes and Overflows. But a rewriting of the language file would be needed to programing terms.

I would like to put the languages as gods as well.

Apperently it didn't like the civs being populated by no_gender creatures...
« Last Edit: July 25, 2008, 03:26:31 pm by TheSpaceMan »
Logged
Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Dr. Melon

  • Bay Watcher
    • View Profile
Re: Abstract Code Fortress Mod(Idea)
« Reply #11 on: July 26, 2008, 10:54:13 am »

Fortran, Programming Language God

Fortran was a deity that occured in Programming Language legend. He was depicted as a large set of numbers, and was associated with frustration and bloating.
Logged