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Author Topic: Cloud Scream > Development on Pause  (Read 86769 times)

timmeh

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Re: WorldJem: ???
« Reply #90 on: October 15, 2009, 07:33:58 am »

How about rare but valuable magmaplates? A source of heat and rock!

Maybe they (very) slowly turn nearby rock tiles into more magmaplates and/or evaporate water... you could almost build a game out of that, having to somehow find a way to prevent the whole world from turning into magma :P
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Outcast Orange

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Re: WorldJem: ???
« Reply #91 on: October 15, 2009, 08:27:45 am »

There is magma.
It forms in the center of plates around the core.
In lucky (super rare) cases, a small plate, without a coreguard, will have magma which erodes the core away,
causing those smaller plates to come down like meteors.
Actually, I don't think a plate can be small enough to not have a coreguard, but still have magma.
I'll tweak that so it's possible.

I like the idea of a magma-themed plate though. I think the plate at the bottom (I'm starting to think of it as "hellplate") will have tons of magma rivers. Also, Maybe a couple of uncommon magmaplates can exist, with
magmaseeds instead of waterseeds. That would be cool. But it would all eventually cool and the magmaplate would be caked over in solid rock.
That would actually work like a volcano, wouldn't it?
Sweet, I hadn't even thought of that.

Besides the seed/stalk/plates and the land bridges, are there any other mega-geo features that we could add?
I have tons of ideas for zoomed in detail level stuff, but I'm trying to think of anything else that would show up on the main map, and also be present at the beginning of the universe.

If I can't think of anything, then I'm going to start working on the local stuff.
« Last Edit: October 15, 2009, 08:37:24 am by Outcast Orange »
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Outcast Orange

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Re: WorldJem: Waterplates Work
« Reply #92 on: October 15, 2009, 09:35:48 am »

Check it out:
Spoiler (click to show/hide)

That, my friends, is a working waterplate,
which has actually grown properly (not to the top of the map, or underground, or sideways)
and has reached a height where it could expand.

I'm very pleased with the result.
So, here we go:
http://www.mediafire.com/download.php?gmcu3m0he2d

And the code:
http://www.mediafire.com/download.php?2jfmzjy2zw4

If it doesn't work the first time you try it, try a couple more times.
There may still be some sort of bugs I haven't thought of.
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Boksi

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Re: WorldJem: Waterplates Working
« Reply #93 on: October 15, 2009, 10:57:48 am »

I've been reading this thread for a while and decided to submit a couple of ideas:

1: Hell Spines: Steel spikes, extending from the bottom before tapering to a point somewhere far above. Possibly at an angle? A valuable source of metal and alters the geography further.

2: Pressure-fuckery Fields(working title): Puts negative pressure on nearby tiles.

3: Wind Bridges: Two points, on two separate plates, and a glass bridge between them. The glass bridge does not collapse and slowly repairs itself while both end-point structures are intact. The bridge always tries to take the shortest path to its target, but it does not pass through matter.
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Outcast Orange

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Re: WorldJem: Waterplates Working
« Reply #94 on: October 15, 2009, 01:29:36 pm »

I really like all of those ideas!

I'll try the hell-spike thing as soon as possible, when I get home later, in about four hours.
I'm considering bruteforce-attacking OpenGL, like I did with curses, and putting this thing in 3D.
So now I am torn between something I really want to do, and something that will really add to the experience.

Bah! I'll do the hell-spikes first!
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qwertyuiopas

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Re: WorldJem: Waterplates Working
« Reply #95 on: October 15, 2009, 04:49:05 pm »

When you get to OpenGL, I insist that you find a decent copy-pase initiation. If directly calling the windows API, I could pass along what at one time was code from a tutorial and has slowly morphed to suit my needs(Still ~90% tutorial code for the initialization/creation).

If you use something more cross-platform like SDL, copy code from a tutorial.

And finally, The Red Book is a popular, though in no way comprehensive OpenGL guide. Not as good as a tutorial, but it quickly details all of the options and workings rather than taking it one step at a time(When discussing clearing the screen, it details the ORd constants for all of the clearable buffers, it lists all shape types rather than just the ones first used in the tutorial, mentions most variations of variable commands)

Best to follow both a tutorial and read a copy of The Red Book, online or downloaded is best. They supplement each other well.
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Outcast Orange

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Re: WorldJem: Waterplates Working
« Reply #96 on: October 15, 2009, 08:14:11 pm »

I promise to have this thing running in full 3D by tomorrow mroning.
Look forward to it.

EDIT: I meant tomorrow evening.
I'm tired now.

EDIT: I can't sleep anymore.
Time for program.
« Last Edit: October 16, 2009, 08:00:18 am by Outcast Orange »
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Outcast Orange

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Re: WorldJem: Amazing
« Reply #97 on: October 16, 2009, 02:10:23 pm »

It works!
It works very slowly, but it works!

Spoiler (click to show/hide)

All hail 3D stuffs!
« Last Edit: October 16, 2009, 02:12:19 pm by Outcast Orange »
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Boksi

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Re: WorldJem: Amazing
« Reply #98 on: October 16, 2009, 03:51:06 pm »

Nice, if a bit undecipherable because of the lack of depth, but you're just beginning, so...

Wait. We need light! Light! Light comes from the top and bottom of the map, magma and perhaps some new features...

Flare Globe: Large globe of eternally-burning fire that shoots up from the bottom and lodges itself into whatever plate it encounters.

Star Line: A line of luminescent material extending from a point on one plate, to another point on either the same or another plate.
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Alexhans

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Re: WorldJem: Amazing
« Reply #99 on: October 16, 2009, 03:59:11 pm »

Nice.  I hate the fact that I'm busiest (college, work, moving) when I have the most interesting things to do or watch related to internet.

I'll try to check it out when I can... I just tested the past versions a bit but didn't do much else.

I'm also learning opengl so it would be cool if we could share and comment each other's code.

Good luck. 
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Outcast Orange

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Re: WorldJem: Amazing
« Reply #100 on: October 16, 2009, 04:39:43 pm »

Check it out:

Spoiler (click to show/hide)

Slightly better, no?
I have to cut down on the amount of map displayed at once.
Right now the game draws the entire universe at once,
so it takes like 3 seconds in between frames.
I'm going to optimize the dog out of it before uploading anything.

I have no idea how to do lighting yet, but please bare in mind:
This is only a world-view, so it doesn't have to be super perfect.
The zoomed in views will be much more to right home about.
I'm going to optimize,
work on a couple of Boksi's ideas, then dive into local-map construction.
I've got a ton of ideas, and I think you will all be pleased.
Right now, there is no light at all,
I am just drawing the side polygons darker so you can see everything better.

Sorry, that post was sort of slapped together, I'm in the middle of a lot of programmings.
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Boksi

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Re: WorldJem: Amazing
« Reply #101 on: October 16, 2009, 04:42:24 pm »

I can't wait to see those new features. Already the world looks really... alien. And awesome. The new features will just make it better.

And feel free not to implement lighting if that's what you want, too.
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Outcast Orange

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Re: WorldJem: Amazing
« Reply #102 on: October 16, 2009, 04:46:14 pm »

I would like to see the lighting, but I'm not sure I want to go through the headache of learning how.
Also, those could be sources of heat, couldn't they?

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Boksi

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Re: WorldJem: Amazing
« Reply #103 on: October 16, 2009, 04:57:29 pm »

Yes, that too.

Perhaps the top is much colder than the bottom? That would make for some amusing differences. I guess a simple check for elevation and a sphere of heat from heat sources would do for a while, and we can add in actual weather patterns much later.
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qwertyuiopas

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Re: WorldJem: Amazing
« Reply #104 on: October 16, 2009, 05:09:25 pm »

Is it drawing completely concealed blocks?

If you store a visibility byte, and AND it with the three visible sides to check if it can be seen, and don't even loop the completely invisible ones...
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