Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Sliding walls/floors  (Read 1686 times)

Zemat

  • Bay Watcher
  • Zemat, programmer, cancels coding: Too insane.
    • View Profile
Sliding walls/floors
« on: July 29, 2007, 06:18:00 pm »

This is related to what's already mentioned in the dev notes about secret doors but it would be awesome if you could open a big enough space and designate and entire section of wall or floor to slide into the open space from any direction (left, right, up, down, above or below) via a mechanism. This could be used for a great deal of purposes like acting like secret doors, trap-floors, elevators, etc. And anything that is over the moving floor or wall should move along with the section. this include statues, bridges, even workshops. The amount of mechanisms needed could be proportional to the amount of space that is needed to be moved. So that the amount of time and work needed for it's completion would be also proportional to it's size.

Example:

Closed chamber:

code:
XXXXXXXXXXXX
XXX     XXXX
XXX     XXXX
XXXX   XXXXX
XXXXXXXX===X
XXXXnnnX===X
XXóX   XXXXX

XXXXXXXXXXXX


X : Wall
ó : switch
n : statues or something
= : railway linked to mechanism

Open chamber:

code:
XXXXXXXXXXXX
XXX     XXXX
XXX     XXXX
XXXX   XXXXX
XXXX===XXXXX
XXXX===nnnXX
XXòX   XXXXX

XXXXXXXXXXXX


All this would make fortresses more enticing for adventurer mode exploration.

I realize this would disrupt heavily the connectivity map but maybe the connectivity map could be expanded to hold information of the moving section on both states and only use the information of the current state. Of course I don't know anything about the connectivity map so maybe I should refrain commenting on it.

[ July 29, 2007: Message edited by: Zemat ]

Logged
You too can help bring to life the RogueLife Project!

Haedrian

  • Bay Watcher
    • View Profile
Re: Sliding walls/floors
« Reply #1 on: July 30, 2007, 03:12:00 am »

So basically its sliding doors.

If the AI doesn't mess up with it, its something nyce...

Would the door CRUSH anyone?  ;)

Logged
When life gives you kittens, make biscuits

Likes llamas for their long necks

Bien

  • Bay Watcher
    • View Profile
Re: Sliding walls/floors
« Reply #2 on: July 30, 2007, 07:50:00 am »

quote:
Originally posted by Zemat:
<STRONG>This is related to what's already mentioned in the dev notes about secret doors but it would be awesome if you could open a big enough space and designate and entire section of wall or floor to slide into the open space from any direction (left, right, up, down, above or below) via a mechanism. This could be used for a great deal of purposes like acting like secret doors, trap-floors, elevators, etc. And anything that is over the moving floor or wall should move along with the section. this include statues, bridges, even workshops. The amount of mechanisms needed could be proportional to the amount of space that is needed to be moved. So that the amount of time and work needed for it's completion would be also proportional to it's size.

Example:

Closed chamber:

code:
XXXXXXXXXXXX
XXX     XXXX
XXX     XXXX
XXXX   XXXXX
XXXXXXXX===X
XXXXnnnX===X
XXóX   XXXXX

XXXXXXXXXXXX


X : Wall
ó : switch
n : statues or something
= : railway linked to mechanism

Open chamber:

code:
XXXXXXXXXXXX
XXX     XXXX
XXX     XXXX
XXXX   XXXXX
XXXX===XXXXX
XXXX===nnnXX
XXòX   XXXXX

XXXXXXXXXXXX


All this would make fortresses more enticing for adventurer mode exploration.

I realize this would disrupt heavily the connectivity map but maybe the connectivity map could be expanded to hold information of the moving section on both states and only use the information of the current state. Of course I don't know anything about the connectivity map so maybe I should refrain commenting on it.

[ July 29, 2007: Message edited by: Zemat ]</STRONG>



Your post reminds me of the tunnels in Fury 3, the tunnel walls try to squash you.
Logged

Asehujiko

  • Bay Watcher
    • View Profile
Re: Sliding walls/floors
« Reply #3 on: July 30, 2007, 08:14:00 am »

code:

X
X
X          ___
X           \X
X            X
X~~~~~~~~~~~~X
X~~########~~X
X~~#ò__@@_+~~X
X~~##>#####~~X
X~~##>#####~~X
XXX##+#####XXX
XXXXX+XXXXXXXX
X____>_______X
XXXXXXXXXXXXXX

X
X  ########
X  #ó_____+_@@
X  ##>##### \X
X  ##>#####  X
X~~##+#####~~X
X~~||||||||~~X
X~~||||||||~~X
X~~||||||||~~X
X~~||||||||~~X
XXX||||||||XXX
XXXXX+XXXXXXXX
X____>_______X
XXXXXXXXXXXXXX


X=rock
~=magma
#=artificial rock
_=floor
@=dwarf
o=lever
+=door
>=stair
|=rail

Logged
Code: [Select]
Tremble, mortal, and despair! Doom has come to this world!
.....EEEE..E..E.E...EEE.EE.EE.EEE.EE..EE.EE.E.EE.EE.E.EE.
......E..EE.EE.EE.EE..E...EEEE..E..E.E...EEE.EEE...E.EEE.
.☺..EE.E...E.EE.EE...E.EE..E..EE.EE.EE.EE..E...EE.EE..E.E
.....E..E.E.E.E.E.EE.E.E.EE.E...E.EE.EE...E.EE.EE.EEE...E
....E.EE.EEE.EE..EE.EE.E..EEEE..E..E.E...EEE.EEE..E.E..EE

Draco18s

  • Bay Watcher
    • View Profile
Re: Sliding walls/floors
« Reply #4 on: July 30, 2007, 09:45:00 am »

Better make sure you use stone or steel doors.  When temps work right magma will just singe right through a wooden door.
Logged

Zemat

  • Bay Watcher
  • Zemat, programmer, cancels coding: Too insane.
    • View Profile
Re: Sliding walls/floors
« Reply #5 on: July 30, 2007, 12:09:00 pm »

quote:
Originally posted by Haedrian:
<STRONG>Would the door CRUSH anyone?    ;)</STRONG>

If the drawbridges are anything to go by, YES!

Imagine the Death Star's trash compactor. Add a trapped tentacle demon for even more fun.

[ July 30, 2007: Message edited by: Zemat ]

Logged
You too can help bring to life the RogueLife Project!

Zemat

  • Bay Watcher
  • Zemat, programmer, cancels coding: Too insane.
    • View Profile
Re: Sliding walls/floors
« Reply #6 on: July 30, 2007, 12:27:00 pm »

quote:
Originally posted by Asehujiko:
<STRONG>
code:

X
X  ########
X  #ó_____+_@@
X  ##>##### \X
X  ##>#####  X
X~~##+#####~~X
X~~||||||||~~X
X~~||||||||~~X
X~~||||||||~~X
X~~||||||||~~X
XXX||||||||XXX
XXXXX+XXXXXXXX
X____>_______X
XXXXXXXXXXXXXX

X=rock
~=magma
#=artificial rock
_=floor
@=dwarf
o=lever
+=door
>=stair
|=rail</STRONG>


There would be a flaw with this design. Assuming the railway is empty space the magma would fill the space left by the elevator and into the corridor below the flow.

Accounting for this:

code:

X
X  ########
X  #ó_____+_@@
X  ##>##### \X
X  ##>#####  X
X~~##+#####~~X
X~#||||||||#~X
X~#||||||||#~X
X~#||||||||#~X
X~#||||||||#~X
XXX||||||||XXX
XXXXX+XXXXXXXX
X____>_______X
XXXXXXXXXXXXXX

By the way, if the sliding movement is slow (2 or 3 seconds to move a distance of just one cell), it could give time for liquids like water and magma to flow smoothly into the railway space. This could even replace completely floodgates. Also it would make the whole operation more dramatic (room walls slowly crushing invading goblins).

[ July 30, 2007: Message edited by: Zemat ]

Logged
You too can help bring to life the RogueLife Project!

AlanL

  • Bay Watcher
    • View Profile
Re: Sliding walls/floors
« Reply #7 on: July 30, 2007, 01:03:00 pm »

wouldn't this be usable as a flawless trash compactor? Just designate a refuse stockpile between the moving wal land the stationary one, put a couple doors and a lever, and you have all of the benefits of the chasm with no invaders.
Logged

Markavian

  • Bay Watcher
  • DF Map Archive Admin
    • View Profile
    • DF Map Archive
Re: Sliding walls/floors
« Reply #8 on: July 30, 2007, 01:23:00 pm »

quote:
Originally posted by Haedrian:
<STRONG>So basically its sliding doors.

If the AI doesn't mess up with it, its something nyce...

Would the door CRUSH anyone?   ;)</STRONG>


If it were a single tile sliding door, then I think the speed should be slow enough that creatures could step out the way. "The walls are closing in! Lets wander out the way". Or, automatically shift creatures/items/trash in the door tile to the sides so they don't get destroyed.

Then... if you want to build a flawless crusher that they can't escape from, you'd need to get clever and close off front/back of a tunnel, and then close the doors inbetween.

Same problem as current DF with the trash compatactor tho - if its a tile marked for a bridge/sliding door - then you won't be able to build a refuse pile there, which means you will find it difficult to fill the device.

Better to flood the area with magma me thinks!

Logged

Zemat

  • Bay Watcher
  • Zemat, programmer, cancels coding: Too insane.
    • View Profile
Re: Sliding walls/floors
« Reply #9 on: July 30, 2007, 02:36:00 pm »

quote:
Originally posted by Markavian:
<STRONG>Better to flood the area with magma me thinks!</STRONG>

Hey, it's not about sliding walls being practical. It's about them being awesome!  :p

[ July 30, 2007: Message edited by: Zemat ]

Logged
You too can help bring to life the RogueLife Project!

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
Re: Sliding walls/floors
« Reply #10 on: July 30, 2007, 04:06:00 pm »

More ways to alter the environment is always nice.

Also, this is one step away from being a transit-system suggestion because of the rails.  :p

Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

Silveron

  • Bay Watcher
  • Arichect of Destruction
    • View Profile
Re: Sliding walls/floors
« Reply #11 on: August 01, 2007, 12:00:00 pm »

Seasonal Compactor with raised bridge:
code:

..XXXXXXXXX~~~
..XB...===+~~~
.LXB...===+~~~
..XB...===+~~~
..XXXXXXDXX~~~
..........X~~~


Lowered bridge:
code:

..XXXXXXXXX~~~
..XBBBB===+~~~
.LXBBBB===+~~~
..XBBBB===+~~~
..XXXXXXDXX~~~
..........X~~~

X walls
~ river
B bridge
L lever
D door
= stockpiles
. open floor
+ fortifications

1. Set the pile for whatever you want to crush.
2. Lock door when full.
3. Flood moves items under the bridge.
4. Pull lever and crush after flood.

PS. I love moving walls. There should be two flavors though. The first one you show is the pocket type where the wall slides out of the way. We also need the kind which makes a 5x5 room into a 5x1 or less hallway.

[ August 01, 2007: Message edited by: Silveron ]

Logged

Grek

  • Bay Watcher
    • View Profile
Re: Sliding walls/floors
« Reply #12 on: August 01, 2007, 12:50:00 pm »

code:
  
######### # wall
#^.zzzzz# z stuff to destroy
#^.zzzzz# ^ raised bridge
#^.zzzzz# D door
#^.zzzzz# . floor
#^.zzzzz#
##D######

######### # wall
#^zKKKKK# z stuff to destroy
#^zKKKKK# ^ raised bridge
#^zKKKKK# D door
#^zKKKKK# K kennel
#^zKKKKK#
##D######

######### # wall
#++KKKKK# K kennel
#++KKKKK# + lowered bridge
#++KKKKK# D door
#++KKKKK#
#++KKKKK#
##D######


Logged

Jifodus

  • Bay Watcher
  • Resident Lurker
    • View Profile
    • Dwarf Fortress Projects
Re: Sliding walls/floors
« Reply #13 on: August 02, 2007, 12:07:00 am »

quote:
Originally posted by Zemat:
<STRONG>
code:
Design

There would be a flaw with this design. Assuming the railway is empty space the magma would fill the space left by the elevator and into the corridor below the flow.</STRONG>


Actually the design is sound. Didn't you notice the door at the bottom?

Anyway, this definitly add some interesting dynamics to the game.

code:

~~### ####  ~~### ####
#==== ####  #~====####
#====g####  #~====####
#  g ^   #  #  g ^   #
#    g   #  #    g   #
#D       #  #D       #
##########  ##########


# - Wall
= - Movable Wall
~ - Your choice of Liquid.
^ - Pressure Trap.
D - Dumb dwarf (or goblin bait, whichever you prefer) that decided to go into the trap.
Logged

Zemat

  • Bay Watcher
  • Zemat, programmer, cancels coding: Too insane.
    • View Profile
Re: Sliding walls/floors
« Reply #14 on: August 02, 2007, 12:50:00 am »

quote:
Originally posted by Jifodus:
<STRONG>Actually the design is sound. Didn't you notice the door at the bottom?</STRONG>

Yeah you are right, haven't noticed until now. Still without the contention walls the magma would have receded a few cells in altitude to fill the empty space. Although that isn't necessarily bad.

Logged
You too can help bring to life the RogueLife Project!
Pages: [1] 2