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Author Topic: Cloud Scream > Development on Pause  (Read 86878 times)

timmeh

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Re: WorldJem: Version 0.8: Caves!
« Reply #270 on: October 30, 2009, 04:44:06 pm »

Something interesting I found...

From the looks of things, a water seed managed to miss every one of the land-islands, and then hit a vine, made for an interesting embark...


Also, I was messing around with digging caves, and some of the tiles looked like they were floating after I dropped them off the little cliff nearby.  It may be that they were on something I didn't see though.
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #271 on: October 30, 2009, 05:17:15 pm »

I fixed a ton of stuff since then, before creating a new, more painful problem.

The gravity is fixed.
The tags are fixed.
A noblock tag was added. (Tree trunks and orange have it now)
Some other misc stuff.

Frame rate has been reduced during regular game mode so you can actually observe things falling very fast,
instead of instantly.

Problem:
During falling, turn based mode doesn't work right.

I'll upload when I get it all fixed.

EDIT:
Great ideas everyone!
Keep 'em coming!
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Killas[SiN]

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Re: WorldJem: Large Cluster Mountains
« Reply #272 on: October 30, 2009, 07:04:09 pm »

I just want to say, Orange, you are a damn hard worker!
From this:
Spoiler (click to show/hide)
To this:



Grats man, downloading latest version to have a poke around.
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timmeh

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Re: WorldJem: Version 0.8: Caves!
« Reply #273 on: October 30, 2009, 07:38:21 pm »

"WorldJem: Soon to be huge." - You weren't kidding!  That is one heck of a difference, especially given the relatively short amount of time that has passed.  This is coming along very well!
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #274 on: October 31, 2009, 01:22:00 am »

Thank you so much!
I was hoping some of my ambition was starting to show through.
Besides Tarn and Eskil, I don't know anyone with much ambition.
My aspiration is to someday be like them.
I've never had a project with any momentum,
but I know these dreams are not stupid fantasies.

Sorry about today... I spent the evening at my Aunt's house,
then proceeded to be sucked into an argument over Ouija boards,
which became a very heated argument over female equality (somehow).
By the end of the argument,
I was arguing with my mother, trying to dispute the Bible, at 1:00 AM.
I have no idea how any of it happened, but I offer my apologies.
Also, I had some pretty good creamed corn along the way.

I'll be up in about eight hours, at which point I will begin work on full blown water.
Thanks for the support guys.
« Last Edit: October 31, 2009, 01:23:44 am by Outcast Orange »
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

qwertyuiopas

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Re: WorldJem: Version 0.8: Caves!
« Reply #275 on: October 31, 2009, 07:58:55 am »

Idea for a creature type: One that converts light and/or water and/or soil into usable food/construction materials. Similar to a plant, but able to move and stuff...
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Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #276 on: October 31, 2009, 08:51:39 am »

They could be naturally occurring and a good source of food.
I like it.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

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Re: WorldJem: Version 0.8: Caves!
« Reply #277 on: October 31, 2009, 10:15:30 am »

Even if it didn't move, you could always leave it like a normal plant and bring it excess supplies and have them turned into something useful... which brings up the question of plants and farming.  Any plans for plants besides those made during generation?
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #278 on: October 31, 2009, 10:31:38 am »

Yes, yes.
Many more plants.
That actually need water to survive, drain the water table below them, etc.
The trees right now are a placeholder to make it look prettier.
They won't be able to grow on anything but land in the future.


Here is the sweet news:
An entire map covered in moving water can run in real time around 10 FPS.
It was intense.

When I get water doing reasonable stuff, I'll let you guys know.
Right now it tends to slither away to the left and escape the map.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #279 on: October 31, 2009, 01:42:13 pm »

What I said is pretty wrong.
In fact, the opposite is true.
Water is super-uber slow right now.
Any ideas?
I've been brooding over the code for two hours and I have only remorse.
I'll have to think of something.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

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Re: WorldJem: Version 0.8: Caves!
« Reply #280 on: October 31, 2009, 01:52:23 pm »

Well, how does it work at the moment?
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Version 0.8: Caves!
« Reply #281 on: October 31, 2009, 02:36:35 pm »

Here is the true problem:

It takes too long to run through every tile on the map.
If there is a single grain of water that needs to be tested, it needs to find that tile in order to change it.
And you can't create a local zone for testing, because there would be dozens of them, and the code would take longer anyways.

I don't know of any other system, except for a pointer list, which would be super complicated,
and track hundreds of tiles.
I'm basically stuck.

Flowing water is looking pretty bad right now.
I hope I can think of something.
BTW: It already does this for gravity, which also slows down frame rate, but only during landfall for a couple of frames.
Water has to change every frame though.

I hope somebody knows how to do this without a mega-list.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

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Re: WorldJem: Trainwreck...
« Reply #282 on: October 31, 2009, 02:44:18 pm »

Maybe some form of cellular automation?  It's probably less precise than moving water tiles, but I'm sure you could come up with a set of conditions that would work reasonably well.  From what I understand, it's what the falling sand games use, although they can get more than a bit slow...
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

jplur

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Re: WorldJem: Trainwreck...
« Reply #283 on: October 31, 2009, 02:50:31 pm »

Maybe have something like in DF, where water on the top level 'teleports' to available space beneath the last level of water.
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Outcast Orange

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Re: WorldJem: Trainwreck...
« Reply #284 on: October 31, 2009, 02:51:04 pm »

My game already does that sort of.
It tests each tile and depending on the tiles around it, a change is made.
No movement happens, the tile is deleted and replaced.
That doesn't slow anything down though.
The part about testing each point is the slow part.
It has to test EVERY point in the local map (150x150x150 tests) to see if that tile is unstill water or not.
The test goes like this:

If this tile is water and has moved recently, do something to it.

That simple test, applied to every tile, even if you leave out the part where it does something, takes too much time.
The only way I could think of is that it doesn't have to test the points, it just knows where they are somehow.
That would be super complicated, and take weeks of playing around with to get working right.
I have no experience in these techniques, so I'm hoping there is a better way.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream
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