Author Topic: dynamic paths  (Read 2073 times)

SnowWolf

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« Reply #15 on: February 21, 2004, 12:00:26 am »
Do you see how the application of GMs could make things easier? Especially if they had decent tools?


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SnowWolf

Deddarus

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« Reply #16 on: February 21, 2004, 01:02:37 am »
ive been a gm... i dont think it would work... sorry but as a gm i found my time very valuable dealing with idiots and answering pages etc... + for that to work a gm would have to be watching the paths followed by all players.... would take a lot of dedication to do

as for 3d games not being tile based.. true.. but they do have a co-ordinate system (type .pos ingame + u will see)... a flat path-segement object could be placed at the feet of a player at regular intervals (after a check to see if there is already 1 there) and this could recognise being stepped on and update its graphic to suit... again this is a bit of a chug for the old server (mainly due to item count)

i do like the addition of scorched earth etc btw :)

SnowWolf

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« Reply #17 on: February 21, 2004, 01:22:51 am »
On GMs - PS will have an army of helper people to deal with newbs - this will hopefully open up time for more important things.

On Paths - Although the path idea is undeniably cool, how useful it is towards immersion in the game is questionable UNTIL you bring in the RPing possiblities of having forgotten paths and other stuff - GMs wouldn\'t watch people and mathmatically plot the paths, but rather they would use the tool to make better events.

On the Technical Aspect - the problem with 3D coords is that some of them are WAY bigger than a step - keep in mind that any flat polygon containing n sides, no matter how large, can be created with n-2 tiles.


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SnowWolf

Xanaroth

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« Reply #18 on: February 21, 2004, 02:24:46 pm »
If a lot no-one walks the same route, but everyone crosses a certain place, call it y, then that would turn, while the places arround it, x and z for example, would stay as green as possible, and these color differenses just dont happen in real live.
So i dont think you should use a counting system per tile.
 And most people will always use the shortest route possible, so that would always be a different -color-, so if you make roads between town that  is the fastest (like straight over the mountain) you wont be needing the code at all since roads do not change color

aineko

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« Reply #19 on: February 21, 2004, 02:40:50 pm »
yea, why don\'t we do it the easy way.

and once we\'re on it: let\'s say that the light in hydlaa doesn\'t come for a moving sun as in RL but from some kind of magical crystal that\'s always at the same position. So we don\'t have to update the shadows :D

*sigh*

Don\'t trash a cool idea just because there is an easier way.

PS: sorry for the sarcasm

Xanaroth

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« Reply #20 on: February 21, 2004, 02:53:29 pm »
L:DL look at the site of the game.
the light IS coming from a crystal that holds 1 constant point, but the crystal is reflecting the light from the surface of the planet, making day and night still be there, but not making changes to where the light comes from since the crystal aint moving. so the shadows are always on the same place, but on some times they are just better or less good visible due to the strength of the light coming from the crystal.

aineko

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« Reply #21 on: February 21, 2004, 03:17:24 pm »
Yes, I know.

however, although I can\'t think of a fast implementation of the paths, it would be darn cool to have it :)
« Last Edit: February 21, 2004, 07:10:55 pm by aineko »

Xanaroth

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« Reply #22 on: February 22, 2004, 10:15:01 am »
i have studied a bit on computer code, and i also can\'t think up of something.
You would probably need something that counts the ammounts of persons per X time, and then relate the X to a ground, like if X=1 ground= grass, if X=10 ground is dead grass, if X=30 ground = bit of mud.
Something like this would be needed i think, but i believe there is a easier way to do it.