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Author Topic: Some trivial matters  (Read 14012 times)

Toady One

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Some trivial matters
« on: January 15, 2003, 11:08:00 pm »

This release will be your last chance for a while to contribute to these lists, so speak up if there was something you wanted.  If you are a lurker, consider registering and posting under a name nobody will recognize, and give me a fake email address or whatever if that bothers you.  I want these lists to be complete, but I'm too lazy to go to an art web site or something to do it myself.  

Everyone will have a month or so to add to this, if things stay on schedule.

Colors::
Defined by shininess, lightness, transparency, and a choice from this list:
COLOR_RED
COLOR_BLUE
COLOR_GREEN
COLOR_AQUA
COLOR_PURPLE
COLOR_YELLOW
COLOR_VIOLET
COLOR_GOLDEN
COLOR_SILVER
COLOR_COPPER
COLOR_BROWN
COLOR_BLACK
COLOR_WHITE
COLOR_GRAY
COLOR_BEIGE
COLOR_ORANGE
COLOR_PINK
COLOR_PEACH
COLOR_TAN
COLOR_AMBER
COLOR_LAVENDAR
COLOR_HAZEL
COLOR_CHESTNUT
COLOR_BRONZE


Patterns::
Defined by level of detail and a choice of one of the following:
PATTERN_MONOTONE
PATTERN_STRIPED
PATTERN_FADE
PATTERN_CHECKERED
PATTERN_MOTTLED
PATTERN_SPOTS
PATTERN_DIAMONDS
PATTERN_SYMBOL
Symbols include:
PATTERNSYMBOL_SKULL
PATTERNSYMBOL_EYE
PATTERNSYMBOL_HOURGLASS
PATTERNSYMBOL_SWORD
PATTERNSYMBOL_HEART
PATTERNSYMBOL_DIAMOND
PATTERNSYMBOL_SQUARE
PATTERNSYMBOL_CIRCLE
PATTERNSYMBOL_STAR
PATTERNSYMBOL_FLOWER
PATTERNSYMBOL_DISK

Textures::
Defined by roughness, moistness, oiliness, chalkiness, and "temperature feel".

Material States::
Choice from solid, liquid, gas, and energy.
Also includes a pattern and texture.  Also an optional name, so we can differentiate between water, ice, and steam.

Note: flammability is defined through material reactions, not in the basic definition, so I'm not missing that.

Solid:
Durability (fracture resistance)
Hardness (as in Moh's hardness)
Malleability
Maximum Edge
Rigidity
Conductivity
Density

Liquid:
Conductivity
Viscosity
Density

Gas:
Conductivity
Mass

Energy:
haven't come up with anything yet -- these are things like fire, or weird magical
materials that defy classification


Materials::
List of material states and material state changes, as well as a name.

Material State Changes::
I only have temperature type changes now.  So the game just says "if something is made out of material A in state "liquid", but its temperature has dropped into state "solid"'s range, put it in state "solid".

[ January 15, 2003: Message edited by: Toady One ]

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Toady One

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Re: Some trivial matters
« Reply #1 on: January 16, 2003, 02:09:00 am »

Additions:

Solid::
Fissility -- flaking
Malleability -- sheets
Ductility -- threads
Sectility -- shavings
Elasticity
Magnetism
Cleavage / Fractures:
 CLEAVAGE_PERFECT
   -- breaks in flat planes
 CLEAVAGE_CONCHOID
   -- curvy fractures
 CLEAVAGE_FIBROUS
 CLEAVAGE_SPLINTER
 CLEAVAGE_HACKLY
Growth Type:
 MATGROWTH_FIBROUS -- good for muscle,bone
 MATGROWTH_SHEET -- good for skin
 MATGROWTH_GLOBULES
   -- like a bunch of grapes
 MATGROWTH_CRYSTAL_COLUMNAR
   -- that is, like a pillar
 MATGROWTH_CRYSTAL_NEEDLE
 MATGROWTH_CRYSTAL_OCTAHEDRAL
 MATGROWTH_CRYSTAL_TETRAHEDRAL
 MATGROWTH_CRYSTAL_CUBIC
 MATGROWTH_CRYSTAL_DENDRITIC
   -- these are "fingery" threads
 MATGROWTH_CRYSTAL_FLAT
Asterism Chance (things like Star Sapphires)
Smell
Taste

Liquid::
Magnetism
Smell
Taste

Gas::
Smell
-- should I add taste too?  To me,
these seem the same for a gas.

Energy::
Form:
 Bolt
 Field
 Ball
 Flame
"Mass" -- is it affected by wind?, etc.
Smell
Taste
Predictability
-- that is, will a bolt fly true?
Crackliness
-- do bolts have lots of branches?, etc.
Whether it affects lighting

----------------------------------

So far I haven't decided how to do taste and smell.  As with colors, there can be both a list of preset taste and smells and a list of general parameters...  things should probably be able to taste and smell "unique" too...  in that way your character will be able to make the germane observation:
"It smells like orc."

Things should also be able to smell and taste like other things, so that you can eat some new plant and observe that it tastes like garlic.

It might seem like overkill adding all of these things now, but it'll only take a few days, and it'll be almost impossible later on.

-------------------------------------

Under the chemical reactions section, we can also do easy-to-add things like triboluminescence, which is light emission by rubbing the material.

Out of control...  ack....

I just want to guarantee that, when I shoot the fireball at that rabbit to keep it warm for DenimSk8r, all of the appropriate things happen before it gives me candy...  should be cool.  Current release set for middish February, but NO date yet.  Things may yet get ugly.  Then clothes and then towns.  I'm messing with the plan a bit...  a new version will be up shortly.

[ January 16, 2003: Message edited by: Toady One ]

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spelguru

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Re: Some trivial matters
« Reply #2 on: January 16, 2003, 02:10:00 am »

You forgot about shaping materials, you only put in alot about texture and state and all that. But you forgot shaping... How am I going to build my ultimate wizards tower/castle/fortress if I cannot shape the rocks to build it with??? Also, in PATTERSYMBOL_???? you forgot pentagram... All demons should have a pentagram tatooed on their shoulder and different "evil" spells might generate red or black shiny pentagrams floating around in midair for awhile...

1. more thing... Yay! I got first reply!

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spelguru

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Re: Some trivial matters
« Reply #3 on: January 16, 2003, 02:10:00 am »

nooo... you posted while I was writing... damn you...
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