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Author Topic: Watery Diversity  (Read 30757 times)

SirHoneyBadger

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Re: Watery Diversity
« Reply #135 on: September 05, 2010, 09:13:51 pm »

Wow, I must be precognitive. I went back to check some of my old threads and I find that this one has been necromancer'd. I personally don't have the time to constantly update a thread like this at the moment, but if someone wants I can give them the first post's text (including tables and such.).
This is a good offer, but...so can the quote button.
That's so...impersonal.
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Heron TSG

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Re: Watery Diversity
« Reply #136 on: September 06, 2010, 02:07:37 pm »

True, but what I'm saying is that anyone who wants to make this thread their own has my personal blessing.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

SirHoneyBadger

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Re: Watery Diversity
« Reply #137 on: September 06, 2010, 06:40:00 pm »

True, but what I'm saying is that anyone who wants to make this thread their own has my personal blessing.
I'd like to, but I'd like to do a lot of things (which is maybe part of the problem?) so I'd never be able to keep it up.
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Farthing

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Re: Watery Diversity
« Reply #138 on: September 06, 2010, 10:03:23 pm »

New to the forums and found that this thread seemed to focus most on one of the topics I would like to see implemented. I would be interested in taking over for you Barbarossa, but I need to be certain I can devote the requisite amount of time to the forums first. We'll see what I can accomplish in a month.

As far comments go. I would like to see the underwater world as functional as the overworld. To this end I think the priority should be:


I-Z-level pathing

First and foremost for interacting with an underwater world is navigation. There's not much to do underwater until dwarves/aquatic creatures can navigate properly. Also helps with flying creatures like eagles, dragons, etc.


II-Mounts and carts

Once dwarves get to swimming, it will be useful to be able to use boats and the like for transit of goods. Allowing players to use carts would be a step in this direction (I think, again new here). Of course, if larger ships are to be implemented as buildings as previously suggested in this thread, we'll need...


III-Structures that exist without support

As far as I know at current, any structure that is without support is broken down into its base materials before traveling through the air. Similarly any building unsupported in the water will do the same. This would probably have something to do with buoyancy. Additionally it would allow interesting interactions on land.  Assuming structures remain stable while falling, would the entire structure break on impact? How fast does it fall? Has applications for Icebergs and seasonal ice as well. An implementation of pressure for structural support could lead to things like...


IV - Atmosphere

This might already be in-game, don't know for sure. I don't know if it's realistic either. But the map could in theory be "flooded" with a fluid atmosphere, and possibly use existing suction mechanics to move it around. This would allow for cooler weather effects (like waterspouts) and more subtle ones as well like a simple breeze. I suggested it here since it seems related to water. Will suggest on the aboveground diversity thread if the necromancy isn't frowned upon.

I feel most of the fun from dwarf fortress is that on the surface it realistically simulates the world, but in depth there are funny little quirks that are difficult, destructive and Fun to manipulate. I feel like most of these suggestions add more of this to the game.
« Last Edit: September 06, 2010, 10:21:44 pm by Farthing »
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sonerohi

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Re: Watery Diversity
« Reply #139 on: September 07, 2010, 09:23:44 pm »

The only problem with air as a flow is that it would murder your FPS via orbital ion cannon.
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Farthing

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Re: Watery Diversity
« Reply #140 on: September 10, 2010, 04:44:24 pm »

Hmm...is that true even if it doesn't need to be pictured, only calculated? It seems like oceans and rivers don't reduce FPS too much even when they take up large portions of the map. I don't have hard numbers or anything, but that's what it feels like.

Similarly, if fluid flow causes such a drastic FPS drop, then isn't making an underwater fort or exploring underwater features also going to cause such a drop?

sonerohi

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Re: Watery Diversity
« Reply #141 on: September 11, 2010, 06:24:39 pm »

Still bodies like ponds and oceans, and most rivers, simply use the teleportation feature of water pressure to avoid pathing, which eats FPS. Moving flows, like flooding a room, or the moving atmosphere, do have to path.
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Heron TSG

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Re: Watery Diversity
« Reply #142 on: September 14, 2010, 09:49:26 pm »

Farthing, that stuff is great, but it belongs more in my other old thread, Aboveground Diversity. Feel free to do what you will with them I'll even leave you this quotable line for your new topic, if you think you need one.

Farthing can take Above/Watery Diversity and do something with them.
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Est Sularus Oth Mithas
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Farthing

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Re: Watery Diversity
« Reply #143 on: September 15, 2010, 03:32:30 pm »

So to manage the threads, I'll need to created new threads with all the same info and then when someone posts a new Idea, I update the main page for all to see and ponder correct?

In response to Sonerohi:
So pathing = low framerates, but a steady water-level with moving water doesn't due to the way the "teleporting" water system works. I see. I don't mind low framerates, but I think that's just me. >.<
« Last Edit: September 15, 2010, 04:04:17 pm by Farthing »
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Auto Slaughter

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Re: Watery Diversity
« Reply #144 on: September 16, 2010, 08:16:03 pm »

Alpine glaciers: I haven't gone through the whole thread so I don't know if this has already been mentioned but high mountain ranges could have Andes / Himalaya / Alps type glaciers.  You could have glaciers move too... come back to the surface after a few years and find the exit from your fortress to be a wall of ice!
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titan-rex

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Re: Watery Diversity
« Reply #145 on: September 17, 2010, 07:13:49 pm »

I think underwatery megabeasts would be brilliant!

Does anyone know of a way currently to mod dwarves so they can actualy build and dig underwater, AMPHIBIOUS and UNDERSWIM dont seem to work in this respect.
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SirHoneyBadger

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Re: Watery Diversity
« Reply #146 on: September 19, 2010, 07:41:59 pm »

Underwater megabeasts are a lot of Fun.

Sci Fi is running a show right now, where they give you a behind-the-scenes about how they make the monsters in their (mostly fairly crappy saturday afternoon fare) original movies, building it from the ground up, from concept(s) to finished product.

The first one they did was about a Kraken. It was some 200 feet long, and based on the colossal squid.

It kind of took me back to my childhood, when I used to draw those kinds of things. It was a little like if you gave 8 year old SirHoneyBadger a 5 million dollar budget, a team of CG experts, and the keys to Skywalker Ranch. The only thing they left out was the Fortress for the Kraken to attack.

For more childhood stuff, there's a ton of prehistoric critters to add to the oceans, going back way before even the dinosaurs.
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Andeerz

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Re: Watery Diversity
« Reply #147 on: September 20, 2010, 01:40:19 am »

For more childhood stuff, there's a ton of prehistoric critters to add to the oceans, going back way before even the dinosaurs.

Mmmm... what comes to mind are the following:

http://en.wikipedia.org/wiki/Hallucigenia
http://en.wikipedia.org/wiki/Anomalocaris
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Farthing

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Re: Watery Diversity
« Reply #148 on: September 20, 2010, 09:45:34 pm »

Hmm...now I don't know too much about the way megabeasts work at the moment, but can any of them go underwater already? Like Bronze Titans or something?

Heron TSG

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Re: Watery Diversity
« Reply #149 on: September 26, 2010, 10:00:39 am »

So to manage the threads, I'll need to created new threads with all the same info and then when someone posts a new Idea, I update the main page for all to see and ponder correct?
Yes. The way I've done it is to let people discuss an idea first and add it if it is deemed a 'good idea'.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG
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