Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Horizons  (Read 2165 times)

Mondark

  • Bay Watcher
    • View Profile
Horizons
« on: January 12, 2009, 11:19:05 am »

Currently, when an Adventurer is using the Travel mode, you can see a general picture of your surroundings, with realistic restrictions on how much you see, like mountains, or weather.  You can also see clouds, cities, migrant bands, and mountain peaks, among other nifty stuff.

However, there is no way to access this information in the Local view, except through the 'minimap' compass.  I was thinking that having some way to 'scan the horizon' could be really cool.  The game already tracks how many world map tiles you can see while Traveling, and doing that calculation doesn't seem to take too much processor time.  The game would collect the visible sites and regions, and figure out the bearing to them, then output something like this:

You scan the horizon.
Far to the north, you can see The Poisoned Spines of Ire.
To the northeast, you can see The Talon of Flames, the volcano.
In the west, the sun is setting behind The Joyous Fields of Roasting.
In the west, you see the human settlement of Broadstream, next to the brook that is called The Trickle Of Malice.
To the southwest, you see a cluster of campfires, suggesting a band of migrants.
To the south and east, you see the ocean.

It seems like this behavior shouldn't be that hard to implement, as it already does almost exactly this for the Travel screen, just without the textual descriptions, and it could add a fair bit of immersion.  It would also be fun to see armies marching across the map like this.


*EDIT* Added to eternal suggestion voting.
« Last Edit: January 12, 2009, 11:25:00 am by Mondark »
Logged
Fefeshnelmargalip

Iden

  • Bay Watcher
  • Legendary Speardwarf
    • View Profile
Re: Horizons
« Reply #1 on: January 12, 2009, 03:31:42 pm »

Really great idea. I'd be surprised if Toady didn't have something like this already planned. It would certainly help. If you can hear it, you should know about it. And there should be a way to know about it.

All those times you 'hear' combat going on, but can't for the life of you find it? It should appear when you scan your surroundings.

Trees (Forests) and hills should block LoS obviously, but you should, at the very least return with something like one of these:
  • Off to the north you hear the sounds of combat, but a thickly forested hillside blocks your view.
Let's travel closer to try to get a better look!
  • To the north-northeast you can make out a few figures fighting.

Though the only point of disagreement would be that you should only know the name of a place if you've been there, perhaps a few times. If you're off adventuring in the dark regions of the map, you should, at best, get vague, non-descriptive bits.

  • There appears to be a small town far to the north along the horizon.
  • Far to the south-southeast you can just make out The Hills of Suffering

In fact, stuff like that may be completely moot. The point is to find things locally, you don't really need to find anything that far, because the majority of us probably will not be travelling solely through adventure mode in the local screens, but using the Travel Screen.

Maybe a way in the init files to turn On or Off extra-descriptive scanning like that, in the case people would prefer to travel locally, rather than quickly.

Peaks (perhaps even volcanoes), chasms, rifts, pits, streams, rivers, ponds, lakes, waterfalls, wild animals, travellers, caravans, migrants, etc. should all be noticeable. If you can't see them, certainly you can hear them.

Obviously, some listed there you won't hear. A stream you should be able to hear when you are somewhat close to, but a major river you should be able to hear from quite a way off. A waterfall? Should be able to hear that a very long way off. Migrants, caravans, and wildlife all make sounds, and should be able to be heard, and thusly, it should appear when scanning (assuming you can't see them. If you can see them, then it should just return a 'you see' string instead of a 'you hear' string).

To get too in-depth about this subject, "Line of Sound" should play a part. As Line of Sight, a hill would block the town behind it, or a forest could block a man walking through it, "Line of Sound"
 could allow interference between different things making sounds. You can hear a waterfall to the north, but you might not be able to make out the sounds of combat going on right near the waterfall, and the ducks that are swimming in the river near the waterfall, you definately wouldn't be able to hear them quacking over that much noise.  Decibel ratings for different kind of sounds to see if they can be heard over something else, perhaps?

  • Close to the west you can make out a faint quacking sound.
  • A short distance to the south you see a few migrants making their way northwest.
  • Far to the east you can make out the faint roaring sound of a distant waterfall.
Logged
Legendary Conversationalist
Legendary Persuader
Legendary Writer of Epics

I support AMMDF!

Mondark

  • Bay Watcher
    • View Profile
Re: Horizons
« Reply #2 on: January 12, 2009, 04:07:16 pm »

  That's a really great idea Iden, thanks for the comment.  I do hate being able to hear frogmen and such falling into each other and not being able to find out where they are.  About the names of sites and other places, yeah just seeing someplace in the distance shouldn't tell you what the name of it is, unless you've talked to someone.  Weather and time of day should take effect too, though night/day differences I expect will only show up properly with the Lighting Arc.  I'd love to climb a mountain and look down onto the clouds in the valley below, or see the sun setting over the sea.
Logged
Fefeshnelmargalip

Granite26

  • Bay Watcher
    • View Profile
Re: Horizons
« Reply #3 on: January 12, 2009, 04:49:08 pm »

+1

Draco18s

  • Bay Watcher
    • View Profile
Re: Horizons
« Reply #4 on: January 12, 2009, 10:21:31 pm »

Decibel ratings for different kind of sounds

We have molar mass for materials, why not?
Logged

Granite26

  • Bay Watcher
    • View Profile
Re: Horizons
« Reply #5 on: January 13, 2009, 09:18:29 am »

Decibel ratings for different kind of sounds

We have molar mass for materials, why not?

Because logarithmic sound fading over and r^3 space doesn't sound like fun math? ;)

Mondark

  • Bay Watcher
    • View Profile
Re: Horizons
« Reply #6 on: January 13, 2009, 10:37:13 am »

Decibel ratings for different kind of sounds

We have molar mass for materials, why not?

Because logarithmic sound fading over and r^3 space doesn't sound like fun math? ;)
Which is why DF is a computer game, of course!  ;)
Logged
Fefeshnelmargalip

Iden

  • Bay Watcher
  • Legendary Speardwarf
    • View Profile
Re: Horizons
« Reply #7 on: January 13, 2009, 12:40:56 pm »

Decibel ratings for different kind of sounds

We have molar mass for materials, why not?

Because logarithmic sound fading over and r^3 space doesn't sound like fun math? ;)
Which is why DF is a computer game, of course!  ;)

Which is why I said 'we could use decibel ratings' and keep from using any really complicated mathematics and just give it a rough sketch of what you should be able to hear from what distance. 'Decibel rating' on a waterfall of about 200, perhaps could be heard from around 200 tiles out. As opposed to, y'know, having a complex and variable system for sound. That takes up processor power. Set it and forget it! :D
Logged
Legendary Conversationalist
Legendary Persuader
Legendary Writer of Epics

I support AMMDF!

Lord Ratte

  • Escaped Lunatic
    • View Profile
Re: Horizons
« Reply #8 on: October 25, 2014, 08:03:51 pm »

I would like to also see an option to view a rendition of the horizon in ascii.
Logged

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: Horizons
« Reply #9 on: October 25, 2014, 08:08:04 pm »

A huge YES to this idea!
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.