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Author Topic: Future of the Fortress  (Read 158018 times)

Grue

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Re: Future of the Fortress
« Reply #2460 on: September 18, 2007, 09:55:00 am »

What if the number of blood tiles is constant, but they stack in the beginning and then diffuse around. So, past a certain point blood puddle doesn't grow in area and just flows down the river.
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mickel

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Re: Future of the Fortress
« Reply #2461 on: September 18, 2007, 10:19:00 am »

quote:
Originally posted by Tormy:
<STRONG>
Jesus christ....adding wind effects while the game has ASCII "gfx". You gotta be kidding.    :D    :D    :D
</STRONG>

The game doesn't have ASCII graphics, it uses OpenGL. As for adding wind, I don't see what it has got to do with the graphics?

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Sowelu

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Re: Future of the Fortress
« Reply #2462 on: September 18, 2007, 12:54:00 pm »

ASCII just means it only uses (most of) the 256 characters of the extended ASCII character set for its graphics, which is certainly true.  Doesn't matter how it's rendered.  Of course being limited to 256 characters and 16 colors may change soon.

I wonder who's going to hit page 100?

EDIT: Oh god, what did I just start.  It would be awesome if this thread was locked before it got there.

[ September 18, 2007: Message edited by: Sowelu ]

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Fishersalwaysdie

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Re: Future of the Fortress
« Reply #2463 on: September 18, 2007, 01:00:00 pm »

Me?
EDIT: Guess not...

[ September 18, 2007: Message edited by: Fishersalwaysdie ]

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Talion

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Re: Future of the Fortress
« Reply #2464 on: September 18, 2007, 01:16:00 pm »

If melting works properly. It could be fun to systematically melt the ice on a glacier and build bridges and what not to carve out little ice islands.
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Athmos

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Re: Future of the Fortress
« Reply #2465 on: September 18, 2007, 01:27:00 pm »

i'm getting more and more excited day after day. We may hope for a release before october maybe ?

Athmos

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Rictus

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Re: Future of the Fortress
« Reply #2466 on: September 18, 2007, 01:49:00 pm »

Seems reasonable to suggest either an October finish, or a very late September one. These overflow features seem to be taking quite a while to work through, and there's always the possibility that something big will come up that delays the release for a week or so.

Nevertheless, fingers crossed for October.

EDIT: flow directions, rather. Not overflow.

[ September 18, 2007: Message edited by: Rictus ]

[ September 18, 2007: Message edited by: Rictus ]

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Toady One

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Re: Future of the Fortress
« Reply #2467 on: September 18, 2007, 03:37:00 pm »

I've only implemented sea/land breezes and a general latitude based cloud movement direction, but there isn't any meaningful local wind.  The main wave lines flow in the direction that the river water is moving, but there are some crudities to the direction determination (I have a better function, but it's too slow), so you'll often get a lot of current that runs almost orthogonal to the direction you expect, but never enough to disrupt the blood flow fortunately.

I didn't see any ripples in the lone standing ponds, depending on what we mean by ripples.  There are little sparkles on the water which are supposed to be from sunlight on water imperfections (ripples?) and so on, though it should probably be toned down for the ponds -- they aren't in the current version, but now that water is homogenized, they carried over.  They don't move in any particular direction, though they might appear that way from due to how the RNG interfaces with their coordinates when it is seeding.

The wall and floor type are stored together over the same 16 bits, since it allows me more meaningful types than a partition and it makes it easier to have hybrid weird tiles that mesh them together.  I'll probably spend a byte at some point to give 256 liquid slots, which should be enough.

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Tormy

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Re: Future of the Fortress
« Reply #2468 on: September 18, 2007, 03:38:00 pm »

quote:
Originally posted by mickel:
<STRONG>

The game doesn't have ASCII graphics, it uses OpenGL. As for adding wind, I don't see what it has got to do with the graphics?</STRONG>


Opengl or not, it looks like a full ASCII roguelike as it is now.
I cant even imagine seeing wind effects on water using ASCII symbols.     :D

[ September 18, 2007: Message edited by: Tormy ]

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Turgid Bolk

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Re: Future of the Fortress
« Reply #2469 on: September 18, 2007, 03:58:00 pm »

quote:
Originally posted by Sowelu:
<STRONG>
I wonder who's going to hit page 100?

EDIT: Oh god, what did I just start.  It would be awesome if this thread was locked before it got there.</STRONG>


Well, I think each page contains 25 posts, so whoever makes the 2476th post will start page 100. Let's not spam it, though, that would be like yelling "FIRST!" except even more annoying.

Hooray for October! I do hope blood gets limited somehow, much as I enjoy the rivers going red. Maybe just make the blood sort of fade out the longer it's in the water? It wouldn't really dissipate, but just look like it, slowly fading to blue and disappearing. Obviously it would have to break out of the 16-color palette.

For blood that gets spilled in the halls, will dwarves now have to clean it up? Will they just use their hands, or will they grab a bucket with water and soap? Maybe a piece of cloth? Will cleaning be an assignable job? How important will it be? Will they get unhappy thoughts from seeing blood all over their smooth floors and glorious elephant engravings? I assume they will get blood "contaminant" on their clothes, will they try to clean them or discard them?

And most important: can we use blood to dye things? Collected at the butcher's shop, of course. Perhaps a "Process goblin to barrel" task?   :D

Edit: Forgot another good question: shouldn't goblins have green or black blood? Come on, at least the zombies have to have green blood...

[ September 18, 2007: Message edited by: Turgid Bolk ]

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Tormy

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Re: Future of the Fortress
« Reply #2470 on: September 18, 2007, 04:18:00 pm »

quote:
Originally posted by Turgid Bolk:
<STRONG>

Edit: Forgot another good question: shouldn't goblins have green or black blood? Come on, at least the zombies have to have green blood...

</STRONG>



While this is really not so important I fully support this suggestion. Some creatures should have different blood color.

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Nite/m4re

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Re: Future of the Fortress
« Reply #2471 on: September 18, 2007, 04:45:00 pm »

quote:
Originally posted by Tormy:
<STRONG>


While this is really not so important I fully support this suggestion. Some creatures should have different blood color.</STRONG>


Already in the game. For example, demons got no blood, and antmen are white-blooded.

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Fishersalwaysdie

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Re: Future of the Fortress
« Reply #2472 on: September 18, 2007, 05:14:00 pm »

I think you can only have cyan(trolls), white, slimy, red and no blood in the current edition.
You can't have custom colors yet so no goblin optimization    :(
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Toady One

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Re: Future of the Fortress
« Reply #2473 on: September 18, 2007, 05:35:00 pm »

For the "BLOODTYPE" creature tag, you can do:

"R" red blood
"B" blue blood
"G" green blood
"C" cyan blood
"M" magenta blood
"Y" yellow pus
"W" white ichor
"0" (zero) black goo
"VOMIT"
"SLIME"

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Tamren

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Re: Future of the Fortress
« Reply #2474 on: September 18, 2007, 05:40:00 pm »

Is there anything that controls the viscosity of the blood?

I mean, thin watery blood would form a large puddle. Slime would form a sticky lump and wouldnt spread out unless stepped on.

[ September 18, 2007: Message edited by: Tamren ]

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