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Poll

do you want multi-tile creatures?

yes
- 88 (66.2%)
no
- 7 (5.3%)
not really but whatever
- 15 (11.3%)
I guess so
- 12 (9%)
I don't know
- 11 (8.3%)

Total Members Voted: 132


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Author Topic: multi tile creatures?  (Read 7469 times)

vadia

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Re: multi tile creatures?
« Reply #45 on: September 27, 2012, 04:00:25 pm »

It gets odd when it climbs up a slope like this

EEE
EE/
E/
/

Does the E creature end up like that pyramid or
EEE
EEE
EEE
EE/
E/
/

Which makes it look like 5 tiles high instead of 3 or something else
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the woods

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Re: multi tile creatures?
« Reply #46 on: September 27, 2012, 04:35:03 pm »

One tile for one creature is an abstraction that does not need to be visually or physically accurate in order to have fun with the game. It's been the same in ADOM, NetHack, Angband, and Rogue. It looks sort of goofy that a kitten is the same "size" as a troll, and it's up to the Adams bros to change that if they want to. I think one tile per creature is fine how it is, as someone who likes roguelikes a lot.

Cataclysm recently added multi-tile vehicles, but there aren't any ramps in that game. There are stairs but I don't think you can drive down them. The vehicles also don't have any autonomy.

In Dwarf Fortress, I wonder why large creatures like the colossus do not crush floors, traps, bridges, etc under their weight, but more strongly, I feel that there is enough code for 2 guys to work through for future releases, without needing to scheme up the effects of large sizes, and I also feel the fun of a game is independent of its ability to be a close physical simulation.

It is still an unfinished game overall though. Currently something that doesn't seem right is the fact that a 1-wide, 1-deep rampless channel will keep every non-flyer out of your base. This could be solved by having large creatures step over the gap, but another way would be with the climbing code that is getting written. There are also plans for smarter invaders in general, so maybe multitile creatures won't be needed to "fix" such a "problem". Well, thanks for reading, bye.
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bombzero

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Re: multi tile creatures?
« Reply #47 on: September 27, 2012, 04:52:48 pm »

The Woods, that's the issue.
Dwarf Fortress isn't a roguelike
By Toady's own words it's meant to be a fantasy world simulator, so 1 tile creatures will likely have to go at some point to add more "validity" to the world, along with more general realism which is all in Toady's design goals from what we can see.

If people keep thinking of it as a roguelike one of three situations is going to result.
1. many people will be unhappy when the game strays even further from a "roguelike" (unlikely)
2. the game will slowly shift towards being a more traditionalist roguelike, slightly fudging the concept. (sadly a bit more likely.
3. Toady doesn't really care anyways and keeps making his game his way and people get over it or leave. (hopefully likely)

I really am getting the feeling that the genre tag of "roguelike" on Dwarf Fortress is causing some close-mindedness in the community.
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misko27

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Re: multi tile creatures?
« Reply #48 on: September 27, 2012, 05:31:38 pm »

...I feel that there is enough code for 2 guys to work through for future releases...
Toadys the one who does the coding. Threetoe helps with conceptualization , and I imagine keeping him on track, but when it come to actually connecting everything, Toady does it.

I really am getting the feeling that the genre tag of "roguelike" on Dwarf Fortress is causing some close-mindedness in the community.

I agree, It is really Just dwarf fortress. Nothing describes it better then that.
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GreatWyrmGold

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Re: multi tile creatures?
« Reply #49 on: September 27, 2012, 05:52:52 pm »

One tile for one creature is an abstraction that does not need to be visually or physically accurate in order to have fun with the game. It's been the same in ADOM, NetHack, Angband, and Rogue. It looks sort of goofy that a kitten is the same "size" as a troll, and it's up to the Adams bros to change that if they want to. I think one tile per creature is fine how it is, as someone who likes roguelikes a lot.
Doesn't matter, Toady's said he'll add multi-tile creatures so barring an unfortunate accident there will, eventually, be multi=tile creatures.

As to genre: DF is many genres. Two or three sets of many genres, in fact.
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vadia

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Re: multi tile creatures?
« Reply #50 on: September 27, 2012, 08:53:44 pm »

The Woods, that's the issue.

If by that you mean that the dense amount of trees will prevent creatures from getting anywhere it may not be true due to how different the trees seem in compairison to the current trees.
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GreatWyrmGold

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Re: multi tile creatures?
« Reply #51 on: September 27, 2012, 09:35:47 pm »

The Woods is another Bay12er.
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vadia

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Re: multi tile creatures?
« Reply #52 on: September 27, 2012, 09:41:49 pm »

The Woods is another Bay12er.

oh.

I get it.  whoops.
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Mechanoid

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Re: multi tile creatures?
« Reply #53 on: September 28, 2012, 01:27:35 am »

I am was in favor of multi-tile creatures... I thought: We really should be able to know how large a tile is and how many of what can fit inside before we're ever able to actually do that; otherwise the multi-tile creature who's head which occupies a 3x3 cube will have to explain why an infinite number of dwarves can exist in the center of that creatures' head... As long as they all lay down.
Then there's collision detection and the way they resolve, and the physical locations of body parts, and the implications to combat to worry about; we can't get those stories about tied-up hydra necks in knots without proper multi-tile inter-body collisions, or the grasslands titan using its 6-tile hand to scoop out chunks of rock from the dwarf fortress' main entrance trying to grab them the the proper cave-in code to deal with it! :P

Oh, wait, that should be a ::) from a technical and computer-resources standpoint.

Then i thought, maybe multi-tile creatures shouldn't be done at all due to these headaches when we're dealing with a game engine that doesn't use "this is a very simple to figure out representation" 3D graphics, or doesn't really seemt to use much of a "to the nth decimal place granularity in physical collision detection and display of spatial relationships" 3D engine. I mean come on, we have wagon pullers getting phased through the 1-tile walls and into magma right now; think of how bad it's going to get when 30 tile tall creatures get their upper bodies removed from the visible game space because 1. the player embarked on a perfectly flat land space and only has a height of 20 tiles above the ground set, 2. stepped on a tree momentarilly adding another 5 tiles to its height, with the tree miraculously supporting the weight for a fraction of an instant, and 3. the titan bleeds to death from trees puncturing his feet, constantly.

Instead, let players simply set how large an excavated tile is in the presently established system*1. You set the mining designation size counter to 240000, and designate away all the map tiles that can hold four very average very cramped but *standing* dwarves in them at a time... And in the next tile, a minotaur sized 220000 who is feeling equally cramped... And one tile behind the minotaur, a fully adult dragon who's standing comfortably in a "largest size possible" tile about to breathe fire on everyone, because he can't fit inside where the minotaur and dwarves are. Combat bonuses and penalties would be easier to assign, and jumping or other action resolution simplified computationally under this model as well. You could even create an accurate "too many items on a tile, they spill out nearby" model if you really wanted to... Dare i say it, non-hardcoded liquids.
I don't think we need any multi-tile creatures*2 we just need better definitions of game space.

*1 any setting could be possible, not just ambiguously relative "volume". If you could describe a hallway in text, if it should be possible under the system: "As tall as a dragon but as narrow as a dwarf" there could be 'floor space' and 'head space' volumes set to 60000 and 25000000 respectively. The actual space and description now fit one another. You can even do a SINGLE math check to see if the dragon will fit: find the largest sized body part, and compare that size to the smallest value (60000) ... The dragon may fit vertically, but it doesn't fit because [body part] relative size is too large for the floorspace value! ... Instead of making a dragon 5 tiles high, carving a space 5 tiles high to match, but having those 5 tiles take up some rediculous % of the map height because the map that was generated was a short one, and then the dragon drowns because its head clipped into the cavern lake above it as it sat in the dragon-sized cubical room outside the dragon-height dwarf-width hallway as it was flying at the time.
*2 including wagons. sorry.
« Last Edit: September 28, 2012, 01:31:31 am by Mechanoid »
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Damiac

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Re: multi tile creatures?
« Reply #54 on: September 28, 2012, 09:51:51 am »

The main issue people have with multi-tile creatures is pretty silly, especially since the issue already exists:
You could just build a small entrance and they can't get in.

Well.... right now you can just close the entrance, and nobody can get in.  The problem already exists, and there's already a solution planned: Digging/Construction destroying siegers.  I'd think anything that's larger than 1 tile (so at least 10 feet tall) probably has the capacity to smash your walls. 
Also, this just points to the real issue, it's too easy to be self sufficient.

That said I wouldn't want to wait for multi-tile creatures for the next release, but that's mostly because I'm very excited about the army arc stuff.

Dwarf fortress is its own genre.  Fantasy story simulator.  Now, if I read a fantasy book, and it said "40 dwarves occupying a 10 X 10 X 10 cube were all laying down, fighting a troll in that same space" I'd think it was pretty stupid.  On the other hand, a dragon partially digging out a wall of stone to make room to stick his head in to roast those dwarves would be pretty cool.

But obviously I would rather have some silly elements, than a hyper realistic game that runs at 0.5 fps because the fingernail growth simulation uses all the CPU resources.
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GreatWyrmGold

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Re: multi tile creatures?
« Reply #55 on: September 28, 2012, 05:28:39 pm »

Mechanoid: Some of your issues have been addressed. Tiles are 2x2x3 meters, better "collision" mechanics are planned, the wagon thing is a bug, and Toady intends to eventually add multi-tile critters anyways.
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Re: multi tile creatures?
« Reply #56 on: October 01, 2012, 11:15:02 am »

For a truly humongous creature, like a bronze colossus or whale, the solid color tile could be an answer.  Every tile it occupies just uses the solid color tile, and it takes on the shape of it's body, though blocky.
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Maybe that the dwarves never died and everyone is just shunning them.
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Scow2

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Re: multi tile creatures?
« Reply #57 on: October 02, 2012, 04:19:20 pm »

What would happen if you poured magma in a specific body part? How would the game handle it?
What happens when it gets poured on wagon?

I assume it's made of wood and will burn entirely. DF can handle that.

It's not a body part, though.
Locational damage, duh... It would set the parts that touch the magma on !!Fire!! and do incredible localized damage, as opposed to melting everything at once.

In order to have multitile creatures, though, it would require overhauling everythign... and "reach" of the natural and unnatural(IE:Pikes) should be added to offset the issues as the world's tiles become less variable in size.
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MrWiggles

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Re: multi tile creatures?
« Reply #58 on: October 02, 2012, 05:37:36 pm »

Its not an overhaul of everything, but it does require the overhual of several large systems, and probably an entirely new path finding system and ai.
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Mr S

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Re: multi tile creatures?
« Reply #59 on: October 02, 2012, 08:40:58 pm »

My guess is not until about v0.60 or so.
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