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Author Topic: Airlands Project  (Read 43369 times)

Rilder

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Re: Airlands Project
« Reply #180 on: January 01, 2009, 10:40:17 pm »

Yes. We need a backstory.

How about the land being devoured by darkness, (typical style fantasy darkness I guess) and as the hordes of evil converged on the free city the mages got together and launched the city into the air, forming the first airland. Over the next years they managed to pull up more lands, eventually other mages learned the craft and soon broke off from the "home airland" Forming their own.
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Servant Corps

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Re: Airlands Project
« Reply #181 on: January 01, 2009, 11:03:15 pm »

"Once upon a time, there was an empty canvas. And the great god Vactor approached the canvas, and created the world of Airlands, creating a bountiful earth full of people.

And it was good.

However the strain of ruling over all those people and putting down local rebellions made Vactor very tired indeed. So he decided to lease out control over each 'air island' to any Warlord he could lay his hands on. There was no background check being done, if you have a pusle, you could run your very own empire, complete with more than enough armory to defend your empire from the roving monsters. It ended up that most of the Warlords happen to suffer from...egocentirc craziness.

The results...weren't exactly pretty. As the lone bastion of sanity, your goal is to defend your empire against all the other warlords, and unite Airlands under your gentle fist."
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Reasonableman

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Re: Airlands Project
« Reply #182 on: January 02, 2009, 12:43:04 am »

This is really cool, and the idea is extremely interesting, but I would swear that I played a demo for a game much like this waaaay back in the early 2000's, which came on a demo disk for some PC games magazine... Hrm. I may have to track it down.
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Servant Corps

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Re: Airlands Project
« Reply #183 on: January 02, 2009, 01:05:46 am »

It might be called NetStorm, what with its floating islands and all. It is abandonware right now (or maybe freeware, I don't know), and there is an internet community keeping the servers running even after the company who made NetStorm went bankrupt.
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Reasonableman

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Re: Airlands Project
« Reply #184 on: January 02, 2009, 01:16:12 am »

No, it was 3D, and not bad 3D, as I recall. Lemme dig out my old demo disks...

There it is! Project Nomads. SHOOT IT JUST FELL INTO THE CRACK BETWEEN THE COUCH CUSHIONS

Phew. Ugh. Note to self: clean beneath couch soon. Ooh! Divine Divinity is also on here!
« Last Edit: January 02, 2009, 01:21:02 am by Reasonableman »
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Duke 2.0

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Re: Airlands Project
« Reply #185 on: January 02, 2009, 02:14:02 am »


 You have a couch near your computer? Lucky, I got uncomfortable office chairs.

 Hmm...

 

 Are those hexagons?
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DJ

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Re: Airlands Project
« Reply #186 on: January 02, 2009, 07:55:43 am »

There's also Stratosphere, but other than flying islands there aren't many similarities.
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PTTG??

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Re: Airlands Project
« Reply #187 on: January 03, 2009, 05:01:11 pm »

I've sent some test tiles off to Vactor. I think.
Anyway, hope to hear how they work!
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Vactor

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Re: Airlands Project
« Reply #188 on: January 03, 2009, 06:04:03 pm »

yep i got them, i'll be able to take a look at them tonight hopefully, otherwise tommorow morning
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Vactor

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Re: Airlands Project
« Reply #189 on: January 04, 2009, 01:54:35 pm »

I've got code in now so that each tile will know who their neighboring tiles are, and have started implementing PTTG?'s tileset.  I have a somewhat random terrain generator working which will give you a different set of mountain, rolling plains, and flat ocean tiles each time you run the program.  I have the core tiles rendering based on their terrain type:

(this doesn't yet do PTTG?'s work justice, it will look much nicer with transitions, edges, and eventually textures:


The blank spaces are where the transition tiles will be filling in.  My next step is getting the program to fill in the transition tiles on the fly based on the layout of core tiles, as well as getting the edges to cap themselves properly.

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Vactor

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Re: Airlands Project
« Reply #190 on: January 04, 2009, 09:38:27 pm »


The Basics of transition between tiles are in now, they don't know how to pick the correct transition yet, but they do know where transitions are needed, and have the direction the transition needs to be rotated mostly figured out. (i'll still need to put in a check to make sure the Mountain to Plains transition puts it's mountain side to the mountain, and its plains side to the plains.

Once I have it picking the correct transitions I'll be doing the transitions between a tile and emptyness, which will also include doing the root part of the tiles.

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Duke 2.0

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Re: Airlands Project
« Reply #191 on: January 04, 2009, 09:55:11 pm »


 I must say, it looks good. Mayhaps some mock-ups of islands not consisting of a 7-tile honeycomb? I would love to see a mountain tile on a peninsula.

 But yes, looks awesome.
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Ivefan

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Re: Airlands Project
« Reply #192 on: January 04, 2009, 10:31:19 pm »

Looking good, though consider modifying the core/top of the mountains, looks like someone put a ball there
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PTTG??

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Re: Airlands Project
« Reply #193 on: January 05, 2009, 06:58:12 pm »

Looking good, though consider modifying the core/top of the mountains, looks like someone put a ball there

I agree. I've sent a small set of new models that should be much better now. I'd like to see if same-to-same transitions are looking OK, especially 2-2a. Should be getting some simple textures soon, though if someone out there is handy with a tablet, that would be awesome.
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Vactor

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Re: Airlands Project
« Reply #194 on: January 05, 2009, 07:35:45 pm »

Interior Transitions got finished late last night just before i went to bed, I just got home from work and implemented the new tile updates from PTTG?

I'll be doing exterior (edge)transitions and roots, as well as finding and getting rid of the bug that is leaving the 8th tile in the test unconnected.

Right now every time you run the program it generates a random set of core tiles and lays the appropriate interior transition in the appropriate direction:



Also My plan is to move past the 7 tile honeycomb once I get these 2 things done.  each tile's creation is hard coded right now, so it would take me awhile to set up all of the tiles for a large airland. I'll be writing some code that can do it for me once I get what I have working properly.
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