Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 14

Author Topic: DF MUD Development Thread  (Read 32763 times)

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: DF MUD Development Thread
« Reply #150 on: June 14, 2009, 08:56:58 pm »

You could consider a relative height system where it would say a phrase for a height range and compare it to where you just were rather than give an absolute number.
If you did, it would also be nice to give a certain race an ability or create a certain item that reveals the absolute height.
Logged
Eh?
Eh!

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #151 on: June 15, 2009, 12:37:08 am »

Well, there are only going to be connections between rooms with a z-level difference of no more than 1. You'll just have to pay attention to the room descriptions, which will tell you which exits are slopes, and I may edit the minimap code to use ^ and v to represent slopes.

Also, climbing may or may not get its place. I guess the ability to jump off a cliff would make sense. "Jump north," in the event that north is a drop off, should place you in the sky room to the north. That would be relatively simple to code. The Jump verb already exists, in fact.

Oh, and those (Height: #) things are just in my example to help demonstrate how it works. I'm not going to include that in the actual code.

Oh, and I just realized that I need to get doors working again...
« Last Edit: June 15, 2009, 12:39:22 am by Tahin »
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #152 on: June 15, 2009, 11:31:40 pm »

Would  a new header file for "heartbeat counter" be reasonable?
#ifindef: heartbeatcounter=10
I forsee two problems with heartbeats in the future:
Thousands of heartbeats and heartbeat-counting Ints might slow the game down, a shared file might allow optimization. and two: I forget.

I assume pickaxe material and quality willl effect digging speed, but how much?

I would rather not have rooms slope up and down in the NESW directions.
Dwarf fortress has ramps, but we don't have to.
They will complicate the future physics of fortress. But mostly:
They complicate digging, as you suddenly can't dig back into a room on the same level because It slopes to the passage above you.
Though that could have "fun" results.
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #153 on: June 16, 2009, 12:35:28 am »

No...

The whole point of my above example was that you could dig into a hillside. I don't have that code figured out yet, as first I really need to reorganize some things and get doors working again.

And ramps give the landscape height, which prevents it from being completely boring. What's Dwarf Fortress without ramps? It should be more or less invisible to the average player, anyway, beyond some nice descriptions.

About pickaxe material/quality, I really don't know that yet. We'll figure it out later.

And about heartbeats... What? Heartbeats are the simplest, fastest way to handle timing. We've already got about a hundred going in the example stuff, anyway. A few hundred more isn't going to slow anything down. Now callouts... Those can slow things down. But heartbeats are nice and fast.
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #154 on: June 16, 2009, 01:18:16 am »

Ahhh, I get the exit system now.
How about, when on the surface, "Enter North" will go in the dug exit?

When just underground, saying "leave north" will leave by the north exit onto the surface.

thus, if the exits overlap in the diagonal axis, or even if they don't, We have an easy to use way to enter the fortress.
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #155 on: June 16, 2009, 01:41:20 am »

Eh, that gets a little complicated and confusing. Then again, I would like to make it more obvious that you're entering a tunnel, but, well... I guess I could make the "There is a tunnel dug into the hillside to the north" text bold, or something.

And that was supposed to read "What's Dwarf Fortress without mountains?" Guess I had ramps on the brain. Hehehe.

EDIT: Doors now work. Stupid, stupid mistake...
« Last Edit: June 16, 2009, 02:06:12 am by Tahin »
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #156 on: June 16, 2009, 01:59:08 am »

Eh, that gets a little complicated and confusing. Then again, I would like to make it more obvious that you're entering a tunnel, but, well... I guess I could make the "There is a tunnel dug into the hillside to the north" text bold, or something.

And that was supposed to read "What's Dwarf Fortress without mountains?" Guess I had ramps on the brain. Hehehe.
We really should do something about:

go northeast

Would you like to go north east up or northeast down?

go up

You can't go that way

go northeast up

You go northeast up over the northeast down mountainhome entrance.

Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #157 on: June 16, 2009, 02:07:39 am »

Well, I'm thinking now that maybe outdoor rooms should take up much less "space" than I was previously thinking, so rather than going over a tunnel, you'd want to go around anyway, unless you can fly and then you'd just fly up and the direction.

It's simplest this way. Trust me.

EDIT: Anyway, I'm going to need to be doing some serious restructuring of the code. It's quickly dawning on me that it doesn't make much sense from an Object-Oriented perspective to have all these functions strewn about the code and duplicated in some instances, so I think I'll move all my direction functions over to a Sefun (Simulated External Function, for those not "in the know."). This may take a while.

I'd like for any object to be able to ask "What's the opposite direction of North?" or "What's the relative coordinate of "up?" and get an answer. Perhaps I personify my code too much. Hm.
« Last Edit: June 16, 2009, 02:12:56 am by Tahin »
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #158 on: June 16, 2009, 02:39:47 am »

Well, I'm thinking now that maybe outdoor rooms should take up much less "space" than I was previously thinking, so rather than going over a tunnel, you'd want to go around anyway, unless you can fly and then you'd just fly up and the direction.

It's simplest this way. Trust me.

EDIT: Anyway, I'm going to need to be doing some serious restructuring of the code. It's quickly dawning on me that it doesn't make much sense from an Object-Oriented perspective to have all these functions strewn about the code and duplicated in some instances, so I think I'll move all my direction functions over to a Sefun (Simulated External Function, for those not "in the know."). This may take a while.

I'd like for any object to be able to ask "What's the opposite direction of North?" or "What's the relative coordinate of "up?" and get an answer. Perhaps I personify my code too much. Hm.

so .reverse(direction) should always work?

It seems a great sefun, though I don't know how much mileage you'll get from it.
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #159 on: June 17, 2009, 05:50:39 pm »

Well, there are a few direction-related functions I need across a few different files, so it will be worth it. Especially when we get to constructions and whatnot.
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #160 on: June 17, 2009, 08:48:15 pm »

Well, you are doing digging right now so we should talk about constructions.

Floors, I assume, are up/down barriers between levels.

I also assume walls blockade every side of a room, finishing from whereever the hell you build them from(ie, not from inside the room).

Then again, a wall would also form a block just between two tiles.
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #161 on: June 17, 2009, 09:26:27 pm »

I'd rather get crafting in before we worry about constructions. Speaking of which, have you done any work on that materials system?
Logged

eerr

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #162 on: June 27, 2009, 02:06:54 am »

Just enough practice java to know I don't know half the LPC that I need
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: DF MUD Development Thread
« Reply #163 on: June 27, 2009, 02:17:19 am »

Log in some time and I'll help you write it. I'm currently writing a translation system, using the dwarf fortress language raws, which is pretty close to what we were thinking. Take a look at /daemon/translate.c some time.
Logged

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: DF MUD Development Thread
« Reply #164 on: June 27, 2009, 01:15:56 pm »

Ohhh awsum, been wanting to play a MUD for a while now, after i got bored of hellmoo.

Looking foward to mining the shit out of goblins.
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.
Pages: 1 ... 9 10 [11] 12 13 14