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Author Topic: Crystal - Gen 3 Cycle 4  (Read 72965 times)

Angle

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Re: Crystal - Gen 2 Cycle 15
« Reply #210 on: May 03, 2012, 07:27:52 pm »

The avoiding contact thing is for if we're tunneling and we run into open space, it'll stop until the next turn, where we get too decide to continue or not.
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Descan

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Re: Crystal - Gen 2 Cycle 15
« Reply #211 on: May 03, 2012, 07:41:18 pm »

Oh. Hm. o-o Didn't figure that. I'd vote for that! :D
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Angle

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Re: Crystal - Gen 2 Cycle 15
« Reply #212 on: May 04, 2012, 11:50:13 am »

Is it just me, or do medium crystals require no additional energy?
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cerapa

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Re: Crystal - Gen 2 Cycle 15
« Reply #213 on: May 04, 2012, 12:25:30 pm »

Is it just me, or do medium crystals require no additional energy?
Indeed. They dont, but you need construction material and a crystal cluster for em.


Anyway, as for the reason for this post. I have discovered that making images of the entire area has become unviable, so I am gonna go over to a more abstract system. The world will now be composed of 100x100 sectors(100000 matter each). As of the next update, you will cover 3 or 4 sectors(still WIP). Only important sectors will be displayed in an image(besides the new image, which will display sectors).

I have been expecting this to be required from the very start(and further abstractions will most likely be required later), and I am actually quite glad that the game has reached this. This was also the reason why there was no update yesterday, and why there might not be one today either, as I will be getting things sorted.

As the whole thing is still very WIP, I will be taking suggestions on the look of the sector map, and what you want displayed on it. Currently thinking of a simple grid, with a greener sector denoting more assimilation, but that gives very little information on the composition of the sector.
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Descan

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #214 on: May 04, 2012, 12:31:11 pm »

All I can think of is a simple abstraction of what a sector looks like, like a sector with high-integrity on one end, and a tunnel through it, would have some HI pixels on one end, and empty-space pixels running through it. Just enough to give us an idea of what is there.

Or a simple description of each sector, like "1A has blah blah", eh?
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cerapa

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #215 on: May 04, 2012, 12:38:48 pm »

All I can think of is a simple abstraction of what a sector looks like, like a sector with high-integrity on one end, and a tunnel through it, would have some HI pixels on one end, and empty-space pixels running through it. Just enough to give us an idea of what is there.

Or a simple description of each sector, like "1A has blah blah", eh?
The descriptions are definately going in, but they will be simple dumps of whatever data I keep myself.

The abstract sector idea sounds good. Will have to think about how big I make the sector displays. Will need to be small enough to be easily producible, and big enough to actually give information.

EDIT: Gonna need something to count them pixels. For conversion of the current area.
« Last Edit: May 04, 2012, 12:51:35 pm by cerapa »
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Skyrunner

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #216 on: May 04, 2012, 02:52:14 pm »

Ooh, I'll be watching how you pull that off :3 I'm kinda in that situation too, but with a tactical map >.>
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cerapa

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #217 on: May 04, 2012, 03:38:29 pm »


Just a small test. The left hand bar shows assimilation level, while the upper bar shows the composition. Im afraid the map might look very busy like this though. The bars are trivially fillable and give enough information in my opinion.

On second thought, I could actually combine the two bars into one bar. With different colours denoting assimilated matter and non-assimilated matter. Yeah, totally could do that. Just need a good colour scheme.
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Toaster

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #218 on: May 04, 2012, 03:53:27 pm »

If the nodes are going to be arranged in a grid pattern to allow view of larger map area, the side bars will make it near unreadable.  Perhaps some sort of other key?
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cerapa

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #219 on: May 04, 2012, 04:04:42 pm »

If the nodes are going to be arranged in a grid pattern to allow view of larger map area, the side bars will make it near unreadable.  Perhaps some sort of other key?

Removing the second bar significantly improves matters, but I dont really know. Cant come up with another key at the moment.
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Angle

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #220 on: May 06, 2012, 11:32:21 am »

That looks alright. Maybe if you make it larger?
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kaian-a-coel

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #221 on: May 06, 2012, 01:05:19 pm »

Like in stretching it?
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Angle

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #222 on: May 06, 2012, 01:17:06 pm »

yeah.
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cerapa

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Re: Crystal - Gen 2 Cycle 15 - Map Overhaul
« Reply #223 on: May 06, 2012, 02:12:55 pm »

Sorry about this taking so long, but I have finally managed to convert the current area to the new system thanks to paint.net's ability to count pixels.

Spoiler: Converted areas (click to show/hide)

Will finish the update tomorrow.
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cerapa

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Re: Crystal - Gen 2 Cycle 16
« Reply #224 on: May 07, 2012, 02:08:45 pm »

Gen 2 Cycle 16


1-2A displayed.
Spoiler: New Map (click to show/hide)
Spoiler: Map Info Dump (click to show/hide)

2500 Energy expended on miscellaneous
+35 LowQ
+204 LowD
+21 MedD
1 LowQ => 1 MedQ

You shocked the Low Density matter directly underneath your Crystal pillar. It heated up, but nothing in particular happened.

Your growth has allowed you to determine the contents of an area through the use of low-strength vibrations, which are picked up by your assimilated matter, and act similarly to a sonar. Sadly some Extremely-High Integrity matter throws it off and you are unable to determine the contents of the partially hollow Extremely-High Integrity cluster.

Energy:
Energy Generation: 61475/cycle
Energy Storage: 85/111040
Metamorphosis Requirement: [2/2] Improvement possibilities
                                       Ready for Metamorphosis

Crystals:
Low-Quality Crystals: 116 [14500/cycle 58000 storage]
Medium-Quality Crystals: 25 [7500/cycle 37500 storage]
Assimilated Low-Density matter: 538 [287][10][37][204] [19155/cycle 5380 storage]
Assimilated Medium-Density matter: 508 [500][8] [20320/cycle 10160 storage]

Crystal Forms:
Spoiler: Low-Quality Crystals (click to show/hide)

Notes:
Spoiler: Map (click to show/hide)
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