Haven't done much with 3D projectiles, mostly because I haven't decided how to handle gravity. I think parabolic paths might be a bit annoying, but it's possible to make it work. Then a lot of the real-life effects will come for free, if it tracks the speed in finer increments and so on. It's mostly an interface/shooter AI issue, but that can be handled. Not there yet though.
If you modify dwarves to fly, you'd get a kind of mixed bag with regards to pathing, involving the path connectivity we talked about a length before. Your dwarves would not attempt to go to locations that they can't walk to, but once they know they can walk there, they'd take the shortest route, which would often involve flying. So if you put one bridge over a chasm, you'd find your dwarves flying over the chasm all over the place.
Things like holding breath and so on aren't in yet, nor is a water pressure calculation, so diving isn't really interesting at this time. On to-do like everything else. If you are a water-breathing creature, you can swim under water. I'll get to this in time -- the main thing this time around was just to get the very basics of movement and drowning back in place. The new fluids invalidated most of the old code. Have water stop you when you jump into it so you don't go all the way down into the bottom is linked to density sink/float stuff, which I haven't done yet. I'm not sure what I'll get to. It'll either be done or get Req'd.
Being able to pull somebody along with you is somewhere in the wrestling bloats/notes. I think Zonk suggested that very long time ago, at least dragging somebody along the ground to another square. It would be fun to jump up on another creature and become a "rider" like the gob/beakdogs or the baby/mother combinations. Then you could both topple into the sea as well. It'll be really fun to get to the Combat Arc and just knock all of this stuff off.
[ August 15, 2007: Message edited by: Toady One ]