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Author Topic: Airlands Project  (Read 44242 times)

PTTG??

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Re: Airlands Project
« Reply #345 on: May 19, 2009, 03:44:31 pm »

I understand that the solution to rainfall problems will be that a wizard will do it.
That is, rain shadows will be for hardcore games like DF- In this case, you can probably put a chunk of desert in a sinkhole surrounded by jungle.

Remember that since airlands have to be able to fly mountain-sized elevations up and over one annother with ease, and already have natural buoyancies of varying height, the atmosphere of the underworld must be several times thicker than earth's, while remaining at the same pressure all the way to the surface.

Many problems.
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bjlong

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Re: Airlands Project
« Reply #346 on: May 19, 2009, 03:48:58 pm »

Oh, I'm not worried about rain-shadows and the like-- just trying to think of economic problems that wouldn't automatically be solved by going down and getting more land. Also, trying to make geography something that players would have to pay attention to, versus the usual "add whatever land I need anywhere" thing that usually happens.

E: clarity
« Last Edit: May 19, 2009, 06:53:50 pm by bjlong »
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jaked122

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Re: Airlands Project
« Reply #347 on: May 19, 2009, 06:52:47 pm »

there's a game just like that netstorm?.. I can't remeber the name

Vactor

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Re: Airlands Project
« Reply #348 on: May 19, 2009, 09:56:04 pm »

I've got my revision control system set back up locally, and started dabbling with the code again.  I laid down the foundations for generating groups of a population that can move about the map while tethered to a home location.  I'll be adding in some simple model to make it easy to see whats going on next, and hopefully add in the most basic of pathfinding and task assignment and ownership.
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Alexhans

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Re: Airlands Project
« Reply #349 on: May 19, 2009, 10:14:40 pm »

This project looks nice... are you doing it open source?
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PTTG??

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Re: Airlands Project
« Reply #350 on: May 19, 2009, 11:26:02 pm »

This project looks nice... are you doing it open source?

When I write my book of Internet Etiquette, that's going to be right up there with adding "P.S.: A/S/L?" to a tech support post.

...

For the unsure, both of those are bad.
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Tahin

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Re: Airlands Project
« Reply #351 on: May 19, 2009, 11:48:16 pm »

I don't see why that should be particularly taboo. It's a valid question, and I believe he's already posted up a few code snippets.
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Little

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Re: Airlands Project
« Reply #352 on: May 20, 2009, 12:39:28 am »

If a player tries to land his island on his enemy and misses, should he keep falling?
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Vactor

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Re: Airlands Project
« Reply #353 on: June 13, 2009, 06:56:43 pm »

Spoiler (click to show/hide)

I added in a very basic model to represent mobile units and added in the ability for them to move about the tiles on their own airland.  Right now they only move where the player directs them, and teleport there instantly.

This project looks nice... are you doing it open source?

While I like the idea of having it open source I'm going to be keeping the actual gameplay portion closed for now.
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Chutney

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Re: Airlands Project
« Reply #354 on: June 13, 2009, 08:36:54 pm »

I am really glad this topic got bumped (and by the creator, showing progress no less!)
This looks very cool, and I can't wait to play it! Here's hoping that progress goes smoothly and this gets completed!
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Vactor

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Re: Airlands Project
« Reply #355 on: June 13, 2009, 10:17:16 pm »

Removed the Teleporting, units now progress across the map until they reach their destination, where they become available for a new destination.  Everything is still manually assigned, and units will walk right across open spaces if it is directly between the unit and its destination, but i have the basic movement and destination structure implemented to hopefully start having the units plot and take a tile by tile path to their destination, avoiding obstructing terrain/units.

Movement is on the grid right now, hopefully i'll be able to do something with having a unit follow a ray to its destination (such that a unit moving diagonally on the grid isn't moving faster than a unit moving laterally on the grid)

On a different note i'm considering adding a bit more challenge to the airland building aspect of the game by having tiles exist in clusters.  You might have a cluster of 3 tiles that cannot be separated from one another, they can be rotated and moved as a cluster.  This would add an even greater value range of building pieces, and would put the player in a position where decisions are a bit more interesting.  Such as an extremely high value tile that is clustered with 2 lower quality tiles, where before the player would simply discard the 2 low quality tiles, and keep the high value tile, now the player would have to consider the best way of utilizing the tile, and weigh the cost of having the 2 lower quality tiles against the benefit of the high quality tile.
« Last Edit: June 13, 2009, 10:26:42 pm by Vactor »
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Neonivek

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Re: Airlands Project
« Reply #356 on: June 13, 2009, 10:26:56 pm »

I am somewhat saddened that I believe the elemental aspect of the game was removed from development... ohh well.

Someday, Someday.

Somewhere Over the Rainbow, somewhere high, theres a land that I heard of once in a lullaby
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Vactor

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Re: Airlands Project
« Reply #357 on: June 13, 2009, 10:33:25 pm »

I am somewhat saddened that I believe the elemental aspect of the game was removed from development... ohh well.

Someday, Someday.

Somewhere Over the Rainbow, somewhere high, theres a land that I heard of once in a lullaby

Not at all, i'm just not at a point where I can start implementing it right now.  My current goal is to get the game to the point where a player can interact with their airland in a meaningful way, gather basic resources and have basic improvements to the landscape.  Once this is intact I can start tackling the crafting and skill systems.
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My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Neonivek

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Re: Airlands Project
« Reply #358 on: June 13, 2009, 10:35:13 pm »

Ohh in that case my interest has been restored. Unless the element is the Crafting and skill system... but that doesn't make sense.
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The Doctor

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Re: Airlands Project
« Reply #359 on: June 13, 2009, 11:41:42 pm »

Are you planning on an MMORTS style game, or are you planning on something like Starcraft or Warcraft, where you build a base for each game, and have a small amount of opponents, stuff like that.
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