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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3670457 times)

Kennel

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Re: Future of the Fortress: List of Remaining Items
« Reply #4380 on: September 03, 2009, 05:57:03 am »

I hope the future plant updates will cause weird bugs so there would be a spruce civilization (just regular stationary trees). Goblins would kidnap saplings and one of them would eventually became the goblin king. When goblins would conquer the spruce civilization, they'd bury survivor alive and hang them.
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Chronas

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Re: Future of the Fortress: List of Remaining Items
« Reply #4381 on: September 03, 2009, 06:47:44 am »

Perhaps under an amalgamation of creature and plant, the sever system could be improved.
Such as severing a tree's limbs and carrying them off as sap bleeds in every direction whilst the tree falls unconscious and collapses.
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...
It should be pretty fun though.

Dae

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Re: Future of the Fortress: List of Remaining Items
« Reply #4382 on: September 03, 2009, 07:15:29 am »

I remember an interesting story about how plants can react, though I don't remember the source.

A few goats were parked together with a certain sort of bushes (I think). Now, that bush, when eaten, has a sort of reflex : not only does it become poisonous (not instantly of course), but it also secretes some sort of vegetal hormone that makes near bushes of the same specy also become poisonous.
Normally, seeing these plants make them ill, the goat would go wander somewhere else and after a time, the bushes would be edible again. However, they were parked, so they had no choice but to eat the poisonous ones.
Can't remember the end, but I think a lot died before this was noticed.

Again, I'm not sure of my sources, but it would be interesting if trees in DF could have that sort of behaviour.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #4383 on: September 03, 2009, 07:19:01 am »

Well Venus Fly Traps and Sunflowers also move
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Armok

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Re: Future of the Fortress: List of Remaining Items
« Reply #4384 on: September 03, 2009, 07:28:11 am »

I wonder, the way groups of things tend to be joined into more and more general frameworks, if at one point there will simply be a "noun" class which encompasses souls, creatures, plants, magic effects, items, buildings, even terrain, and everything else...
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: Future of the Fortress: List of Remaining Items
« Reply #4385 on: September 03, 2009, 08:17:04 am »

*cringes*

I never new sunflowers were heliotropes!
I was always paranoid about them moving around,
they just creep me out.
But now I know that they really do move.
They even have motor muscles in the base of the bloom.
Imagine one with faulty DNA going all haywire!
*shivers*
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Exponent

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Re: Future of the Fortress: List of Remaining Items
« Reply #4386 on: September 03, 2009, 08:49:48 am »

*cringes*

I never new sunflowers were heliotropes!
I was always paranoid about them moving around,
they just creep me out.
But now I know that they really do move.
They even have motor muscles in the base of the bloom.
Imagine one with faulty DNA going all haywire!
*shivers*

Google:  "The Tick" "El Seed"
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Leafsnail

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Re: Future of the Fortress: List of Remaining Items
« Reply #4387 on: September 03, 2009, 11:02:46 am »

Hmm, ridiculous detail isn't necessary, but I like the idea of trees having tissue layers (extremely tough tissue layers, of course - bark, wood with sap in) and which would be able to grow new branches as "Body Parts".  It would still be best to take one down with an axe due to the low impact area of the axe.  Although woodcutters should aim when "Attacking" trees, otherwise they could end up just randomly hacking at the trunk and getting sap everywhere :P.

If trees did become coded in the same way as animals, it would also make for other interesting things, such as the possibility of moving trees and stationary animals (fire turrets?).
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Granite26

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Re: Future of the Fortress: List of Remaining Items
« Reply #4388 on: September 03, 2009, 11:43:05 am »

Starts to sound like the hydra problem and the tree problem have a lot in common

Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #4389 on: September 03, 2009, 12:21:53 pm »

I wonder, the way groups of things tend to be joined into more and more general frameworks, if at one point there will simply be a "noun" class which encompasses souls, creatures, plants, magic effects, items, buildings, even terrain, and everything else...

OO programming makes this a common approach.  While that level of generalization can come in handy, it's not as transcendent as you might imagine.
« Last Edit: September 03, 2009, 12:24:21 pm by Footkerchief »
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Armok

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Re: Future of the Fortress: List of Remaining Items
« Reply #4390 on: September 03, 2009, 12:40:52 pm »

I know that, my wondering was more along the lines about how far Toady will take it, wich really depends on how good computers get and how emergent and flexible he'd like DF to be. At least plants+animals+fungi+golems+spirits+vermin etc will probably be combined, but will items be included as well, which would be useful for stuff like corpses and golemlike things, and after that one starts to consider buildings.... it's a slippery slope were options have to be weighted, the "noun" class including everything from creatures to ore veins to celestial bodies were some kind of Ad Absurdum thing really.
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So says Armok, God of blood.
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Sszsszssaaayysss...
III...

Sparkles

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Re: Future of the Fortress: List of Remaining Items
« Reply #4391 on: September 03, 2009, 01:46:35 pm »

Imagine the modding possibilities on plants...

How about actually designing a plant that produces an explosive extract

Hopefully lighting will be implemented enough to have trap-lightable torches. Then you could actually have bomb traps.   

*Click* -> Torch lights -> Barrel of Bombbush extract falls onto torch -> *Boom*

Though... I guess Booze would also explode...  <.<;
« Last Edit: September 03, 2009, 01:48:13 pm by Sparkles »
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Leafsnail

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Re: Future of the Fortress: List of Remaining Items
« Reply #4392 on: September 03, 2009, 01:53:33 pm »

But you could try creating a more explosive variety of booze.
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G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #4393 on: September 03, 2009, 02:20:39 pm »

Getting booze to explode would be an extremely difficult thing to do.

Incredibly strong alcoholic drinks (the kind you normally wouldn't even drink, likely) will certainly burn, but ethanol doesn't burn very hot in the first place. The effect wouldn't be very dramatic.
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Leafsnail

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Re: Future of the Fortress: List of Remaining Items
« Reply #4394 on: September 03, 2009, 02:22:00 pm »

Ok, fair enough.  Hmm, now how to make a plant which produces gunpowder...
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