Author Topic: A thought for the mining system.  (Read 6871 times)

sk8demon4565

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sounds like.....
« Reply #45 on: August 18, 2004, 10:40:25 pm »
dude......lol........the guy who started this post MUST play, or have played runescape lol

Icefalcon

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« Reply #46 on: August 19, 2004, 12:59:32 am »
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?

Halvord

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« Reply #47 on: August 19, 2004, 01:35:02 am »
Quote
Originally posted by en3r0
you make fun of RuneScape in your topic, yet use its metals in your idea, i really dont think there is such thing as mith/ addy ore. but ive been wrong before. nice ideas :)

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Runes are the old Scandinavian written language, and Runite is probably a heavily copywrighted play on it.

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.
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Cybio Kingfist

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« Reply #48 on: August 19, 2004, 06:51:59 am »
Looks like a lot of work went into this idea. 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. Maybe they could sort the metals into different levels?
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THAPRINZE

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« Reply #49 on: August 20, 2004, 05:06:54 pm »
wouldn\'t mining just be..just one click and then u just keep mining and ur inv. will get filled up? instead of click-click-click-click-click etc etc. for 3 hours long?

but maybe u can add something that when someone is a good miner..or everything that will have something to do with mining..that u can \"see\" in some kind of way what materials can be found where.

Cybio Kingfist

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« Reply #50 on: August 21, 2004, 07:59:12 pm »
Quote
Originally posted by THAPRINZE
wouldn\'t mining just be..just one click and then u just keep mining and ur inv. will get filled up? instead of click-click-click-click-click etc etc. for 3 hours long?

No. it\'s more entertaining to see people hurt themselves clicking for hours.
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Zeraph

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Why not make mining more interactive?
« Reply #51 on: August 21, 2004, 08:31:42 pm »
Like real-time mining, you use the \"attack\" key/mouse (however combat will be like) only you \"attack\" the wall with a Pick-Axe / Shovel etc. , then you break off a \"chunk\" of rock & then you can inspect the chunk to see if it contains anything useful, if it does you have to bust up the chunk into smaller ones until you get something to work with... I would like to see more spread out work like less time spent on using pick-axe & more on refining, that way it is more to do & less repetitiveness... I would also like to see a fractal fit to the wall (if possible) but for implementation you could just have a unchangeable wall then when you strike it with a weapon chunks & stuff fall out & dust using particles anyway @ first it wouldn\'t change the wall geometry but eventually I would like to actually be able to hallow out a cave etc...

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

THAPRINZE

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« Reply #52 on: August 21, 2004, 08:32:30 pm »
yeah, i can imagine ppl with overstretched fingers.. and finger-RSI.

Zeraph

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Here is a 3D example of fractal walls & such:
« Reply #53 on: August 21, 2004, 10:51:12 pm »
Here is a mine-able flat wall:


This is an example of sort of what it will look like after people start mining it:

The vertices on that wall move inward to reveal Chunks or rocks, you can eventually mine them & they fall out of the wall?

These Chunks contain chunks of Gold/Metal/Jewels whatever & can be broken up & extracted:

The dust & small rocks should be able to be gathers & sifted for gold-dust & similar stuff like that?

I don?t  know how hard it is to program the editing of wall meshes in sub-object mode, but it would be nice?

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Icefalcon

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« Reply #54 on: August 22, 2004, 02:01:29 am »
Wow, sometimes you amaze me with your models...

Here we are talking about how the mining should work, and Zeraph goes and makes a whole model with textures for an example...

It looks awesome Zeraph, its perfect.
« Last Edit: August 22, 2004, 02:01:57 am by Icefalcon »

Zeraph

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lol
« Reply #55 on: August 22, 2004, 02:10:29 am »
Thanks, it is not that much, mostly had the computer randomly add \"noise\" to a GeoSphere mesh for the rocks & a tri patch for the wall... it turned out much nicer then I had expected...  :]

Anyway I wonder if it is possible to modify the verts(geometry) of a wall from the server, my guess is that it should be to difficult, but I need to learn how to program in C++

* Puts it on his To-Do list \"Learn C++\" :D *
« Last Edit: August 22, 2004, 02:11:38 am by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Waylander

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« Reply #56 on: August 22, 2004, 02:55:07 am »
Wow Zeraph, that is really nice.  Would this have the caves expanding after time tho?  because that might not be...good so to say :P
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icebr4kr

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« Reply #57 on: August 22, 2004, 03:37:56 am »
I\'m no dev, but doesn\'t PS use static world geometry? Some similar things to this I would like to see the ability to alter the world (ala Red Faction only to a greater extent), but that deserves another thread if it has not previously been discussed.

Saphire

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« Reply #58 on: August 22, 2004, 09:33:16 am »
Quote
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?

Quote
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.

Quote
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\'

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Zeraph\'s nice-looking pictures

Well done. Just as i had imagined.

Quote
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\"

Quote
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...
« Last Edit: August 22, 2004, 09:34:25 am by Saphire »
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THAPRINZE

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« Reply #59 on: August 22, 2004, 03:46:24 pm »
dont think that when u mining the wall really has to \"shrink\" because its to difficult + then u gonna mine away whole PS..+ if uhave to inspect every chunk that falls..thats gonna take way to much time..if u need to collect alot of material for an item..so that would only work if u dont need alot of material for an item/weapon...else ur gonna be busy a whole week to get enough for even a sword.

tho this would be more realistic, and i prob wont gonna be a miner in PS..i\'d go for a more simple mining system
« Last Edit: August 22, 2004, 03:47:33 pm by THAPRINZE »