Blood. Yes. Armok likes that kind of thing, I suspect
Actually, come to think of it, all of the item sullying, etc. could be displayed... so a creature could become muddy and so on, and only those parts that became muddy would be covered with mud. And melted brains... lots of room to move here.
Water flows are going to be nasty (both in terms of just having the water move right, and to display it). When you think about all the forces that are at work, it's really impossible to get a sound simulation working in a game (esp. real time, as you mention). For instance, digging a hole down beside a lake, below the bottom of the lake, over and up. The water should fill the tunnel all the way back up to the top, regardless of minor variations in tunnel shape... it just gets ugly. Or this -- take a cube that's say 20x20x20. Fill each square randomly either with air, water, or earth. Assuming the earth is suspended (or not), how would the water settle?
In the face of some of these problems, all that can be done is well, fudging the results. I won't restrict player actions though... you will always be able to dig wherever you please, and no matter what it ends up doing, enough water will shift when you dig up through a lake that you will probably be in bad shape.
I haven't thought about the graphics side of it very much. There are probably some nice examples out there. Any good waterfalls? Those should be a good challenge to display nicely (I mean, when you consider the random landscapes and flows as well, the game will have to be able to react quite a bit... I can't just plan for a few types of waterfalls).
So, yeah, no doubt about it. Water is one of those real pains. Kind of like polymorphing, and a few other things...
In actual programming news, I've just finished up a fractal landscape sample. On my old computer (the 350 w/out a 3D card) I can print about 10000 or so triangles without much of a speed problem, so OpenGL is working nicely. I've been quite happy with it so far. I'm going to make some cheesy 3D models to work with over the next few programming sessions. Then I can make the graphics switch rather quickly. After that, I'll start heading toward some kind of test release (still around the 3% done mark though :roll: ).
[ July 10, 2001: Message edited by: Toady One ]