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Author Topic: Future of the Fortress  (Read 158156 times)

ravensword227

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Re: Future of the Fortress
« Reply #2040 on: August 19, 2007, 10:13:00 pm »

[ August 19, 2007: Message edited by: ravensword227 ]

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ravensword227

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Re: Future of the Fortress
« Reply #2041 on: August 19, 2007, 10:16:00 pm »

quote:
Originally posted by Hamel:
<STRONG>Just a thought, but I'd like to see creatures, items and walls the same from only 1 level up. so at level 0 we have a dwarf, a floor square, a wall and a mule leather cap.
At level 1 we would see the dwarf, the wall and the mule leather cap the same as on level 0, but not the floor square. We would see the floor square as we do now in the videos at 1 level up.

Just something I'd really like to see in the next update.

[ August 19, 2007: Message edited by: Hamel ]</STRONG>



I don't know if I like that idea.  How do we tell the difference between a creature thats below us or flying?
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Zengief

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Re: Future of the Fortress
« Reply #2042 on: August 19, 2007, 11:58:00 pm »

This is also just an interface issue.  The eventual game will probably look much different so should we bother asking for more interface changes?
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Wang Commander

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Re: Future of the Fortress
« Reply #2043 on: August 20, 2007, 12:30:00 am »

code:

A Crude Mule Corral
with Drop Platform and Mule Lock

Level 1
  ###########
 >#  M      #####
  #      M  D   D
  ###############

Level 2
  +++++++++++
 <+  .      +++++
  +      .  =   =
  +++++++++++++++
M=Mule
D=Door
==Top of Door
>=Ramp Up
<=Ramp Down
#=Wall
+=Walltop


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nornagon

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Re: Future of the Fortress
« Reply #2044 on: August 20, 2007, 03:01:00 am »

The new stuff looks awesome -- but it's still very much raw. I agree that the z-axis interface still looks a bit jarring, but I don't really have any ideas for how to fix that without extricating ourselves from the ascii world and using, say, half-size characters. Rewalling is also cool, but looks like it's a huge amount of effort to build even a small structure. Again, I'm sure it'll be improved with time (perhaps a 'construction' view in which you can designate walls to build, then the dwarves figure out how to build it without getting stuck).

On the whole, good work! Can't wait 'till the version after next ;-)

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Deathworks

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Re: Future of the Fortress
« Reply #2045 on: August 20, 2007, 03:24:00 am »

Hi!

quote:
Originally posted by ravensword227:
<STRONG>...
What would happen if the mule was chained to the wall and a trapdoor (bridge) opened under it?
...</STRONG>

Instant giraffe? :) :) :)

Anyhow, I am with those looking forward to the new release. The only worry I have is about 'hidden keys'. With all the new features, I hope all the menues still show all the keys that can be used. After all, with all these changes, it wouldn't be surprising if some change was forgotten.

Deathworks

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tekknej

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Re: Future of the Fortress
« Reply #2046 on: August 20, 2007, 05:55:00 am »

quote:
08/19/2007: Gave lakes variable bottom elevations, stopped lakes from draining off the edge of the map, allowed depleted lakes to source from the edge of the map

so, lets say we have a lake that is divided in half by the edge of the map... if try to deplete this lake, will it actually take water from the other half or will it if fact take water endlessly from nowhere? =)

[ August 20, 2007: Message edited by: tekknej ]

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Dreamer

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Re: Future of the Fortress
« Reply #2047 on: August 20, 2007, 07:57:00 am »

Concerning how the height looks different at multiple levels, I think just adding commas where the periods currently are and adding periods level lower, and then adding the 'empty space' would be a little bit more clearer.  Maybe we can even add equal signs (It's only used for stockpile designations, right now), and/or quotation marks, and/or the underline sign (_) that used to be used for channels, since channels don't exist now, though I see that as somewhat awkward.

Just playing with ideas...  I honestly don't like the thought of objects becomming as tiny as periods one floor up, when you still have the ability to attack them and such.  One or two more levels of 'visible levels' would be nice... the only problem I'm seeing for using more icons is the ",.'`" icons for the regular ground be confused with lower levels, though I'm sure that won't be much of a problem.

But that's just me.

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TheSpaceMan

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Re: Future of the Fortress
« Reply #2048 on: August 20, 2007, 08:34:00 am »

One thing i was thinking about now. If you make a steel bucket, will you be able to collect magma the same way that you collect water? And if you make a wall and dig it out, will you still have a floor on the level above?
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Savok

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Re: Future of the Fortress
« Reply #2049 on: August 20, 2007, 09:05:00 am »

Congratulations, TheSpaceMan! You posted the 2^11th post in this thread!
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Arkan15

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Re: Future of the Fortress
« Reply #2050 on: August 20, 2007, 09:32:00 am »

quote:
You can rewall with anything you can currently use to make a bridge. So you can do use glass blocks if you want. Or you can place a window.

Oh man....

Dig out a whole lot of extra space on a low Z-level.

Rewall around an area using glass blocks to create your fort. Enclose it entirely.

Permaflood the outside.

Underwater fort with glass walls.

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Hakar

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Re: Future of the Fortress
« Reply #2051 on: August 20, 2007, 10:01:00 am »

quote:
Originally posted by Arkan15:
<STRONG>

Oh man....

Dig out a whole lot of extra space on a low Z-level.

Rewall around an area using glass blocks to create your fort. Enclose it entirely.

Permaflood the outside.

Underwater fort with glass walls.</STRONG>


"I built a city where the artist would not fear the censor.
Where the great, would not be constrained by the small.
Where the scientist would not be bound by petty morality.
I chose to build... Rapture!"

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A dwarf's unfailing capacity to believe what he prefers to be true rather than what the evidence shows to be likely and possible has always astounded me. We long for a caring Fortress which will save us from our childish mistakes, and in the face of mountains of evidence to the contrary we will pin all our hopes on the slimmest of doubts. Gold has not been proven not to exist, therefore it must exist.
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Arkan15

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Re: Future of the Fortress
« Reply #2052 on: August 20, 2007, 10:06:00 am »

Man, you could even put in an airlock, like:

code:
 
~ = water
+ = glass walls
@ = rock walls
X = floodgates that are closed and open when the lever is pulled
_ = floodgates that are open and close when the lever is pulled
N = annoying noble mandating rare gems
o = lever
# = grates in floor to drain

~~~~~+
~~~~~+o
~~@@@@@@#
~~X    _#
~~XN   _#
~~Xo   _#
~~X    _#
~~@@@@@@#
~~~~~+
~~~~~+


[ August 20, 2007: Message edited by: Arkan15 ]

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Arkan15

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Re: Future of the Fortress
« Reply #2053 on: August 20, 2007, 10:09:00 am »

EDIT: Hit "quote" instead of "edit".

[ August 20, 2007: Message edited by: Arkan15 ]

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JuliusC

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Re: Future of the Fortress
« Reply #2054 on: August 20, 2007, 10:14:00 am »

Idea concerning how to deal with the appearance of ground more than one floor below you:

So looking at one floor below you shows

code:
  
.......
.......
.......
.......

What if two floors showed:

code:
  
:::::::
:::::::
:::::::
:::::::

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