Ok Sapphire, you have explained how the mining areas should be, which I agree, they are very good ideas, but you havent explained any other way of actually mining besides the click-click-click method. Do you have any ideas?
Perhaps instead of telling you the name of the rock you have in your inventory, it should tell you the hardness, cleavage, color, and that type of information. Then you have to look it up in your book of rocks & minerals.
Problem solved.
one thing I disagree on is the geologists handbook part. Many people mining will probably have picked something like...\'Miner\', for a job. Miners have +10 to appraisal of metals, menaing they\'rew not going to need help with the most basic of things.
Iron Pyrite (AKA \"fools gold\") looks very similar to gold. However, it is
not gold. Any new and exspecially
inexperienced, and over-confident miner could make this mistake. The book would not only hold information of minerals, but how to test and differentiate. as well, not EVERYONE will know the difference between \'metal-31-8a\' and \'gemstone 82-b\'
Zeraph\'s nice-looking pictures
Well done. Just as i had imagined.
Would this have the caves expanding after time tho? because that might not be...good so to say
Caves would be encased in a inpenertrable rock, thus limiting how large they can be by the total volume of the \"cave\"
I\'m no dev, but doesn\'t PS use static world geometry?
Each fairly-large sized chunk of rock in the \"cave\" would be a model,
not geometry. Each model would then have a weight, health (how much punishment can i take before i \"release\" myself? more later on...) density value assigned to it, as well as what it is (dirt? gold? \'metal#813-2a\'?)
A simple physics model would then take over for each model using the weight and density values to it, while the player provides the velocities and direction. Each material would alter the physics model further, simply by putting on a sort of \"magnetism\" effect. This determines how well the material is going to \"stick\" to it\'s neighbors. Dirt would have the worst, while compacted dirt would be better; metals would have the best, if they were formed in a string.
Of course, before all this happens the server spends a little amount of time forming a 3D grid of the dungeon area, and choosing random locations throughout that grid. It\'d then check if a room could be placed there of a certain height, width, and length. It\'d then put more rooms and connecting corridors between them. It would then make all the walls of those room impenetrable (unclearable) rock. Then, it\'d do a check to see if everything could be accessed by doing a flood-fill alogarithm. It\'d then place all the mineral generators needed against the walls of that map, and dirt flood-filling all the other areas as stated in my idea, and with the final touch a entrance at the highest point of the mine.
Maybe even empty areas where monsters are placed, and random items spread throughout the mine as well to provide variety.
And please... Don\'t revive old topics like this one. I was barely able to remember anything...