More varied features for 3.0!
Re: More varied features for 3.0!
Nice, placing new features doesn't require map modifications?
I would like to see more such details in game, even there could be based on one source model but with different textures and details.
Also, possibility to put features randomly (using some heuristic to determine best locations, on or near tiles where they make sense) would be nice too.
I would like to see more such details in game, even there could be based on one source model but with different textures and details.
Also, possibility to put features randomly (using some heuristic to determine best locations, on or near tiles where they make sense) would be nice too.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
- milo christiansen
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Re: More varied features for 3.0!
You could do that with a script, adding features randomly I mean. I'm not sure how much map data is exposed to scripting so making intelligent decisions may be hard
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
Re: More varied features for 3.0!
Sure, but this is kind of generic case, more like flag for map (might specify amount or something) or always added.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
- milo christiansen
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Re: More varied features for 3.0!
I was thinking of rules.js/slo
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
Re: More varied features for 3.0!
Nice idea. I think it is already possible to implement that with the help of pickStructLocation() that will make sure features are on buildable locations and not too dense.milo christiansen wrote:You could do that with a script, adding features randomly I mean. I'm not sure how much map data is exposed to scripting so making intelligent decisions may be hard
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- Rman Virgil
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Re: More varied features for 3.0!
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A heuristic to account for offsetting a certain distance away from buildable chokes & cliff edges would be square one, I would think, for it to not make PF nettlesome.
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A heuristic to account for offsetting a certain distance away from buildable chokes & cliff edges would be square one, I would think, for it to not make PF nettlesome.
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
- milo christiansen
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Re: More varied features for 3.0!
One thing that may be cool would be to use labels and a map script to generate semi-random cites. Use labels with some kind of flag to specify the location and possible choices at map design time and use a script to randomly choose between them at run time.
It would involve a lot of work to make a good map but the results could be very cool, I'll see about making a proof-of-concept
It would involve a lot of work to make a good map but the results could be very cool, I'll see about making a proof-of-concept
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
Re: More varied features for 3.0!
I still want a way to get a list of labels and know what they mean heh. But as for using a label to create a city, that could be done fairly easy using the JS API so long as features can be placed on the map. In terms of terrain though, things like roads, that isn't possible with the current API.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
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Re: More varied features for 3.0!
As far as I know, labels aren't used for anything yet, if Flame supports them, you can place them on a map you make, and then use them for... whatever.aubergine wrote:I still want a way to get a list of labels and know what they mean heh.
We want information... information... information.
- Rman Virgil
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Re: More varied features for 3.0!
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Crazy thought, huh ?
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aubergine wrote:I still want a way to get a list of labels and know what they mean heh.
*Rman ponders* ... Even... Navigation Meshes in WZ ?cybersphinx wrote:As far as I know, labels aren't used for anything yet, if Flame supports them, you can place them on a map you make, and then use them for... whatever.
Crazy thought, huh ?
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: More varied features for 3.0!
It does.cybersphinx wrote:if Flame supports [labels]
- Rman Virgil
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Re: More varied features for 3.0!
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cybersphinx wrote:As far as I know, labels aren't used for anything yet, if Flame supports them, you can place them on a map you make, and then use them for... whatever.
Some correlation, perhaps..Rman Virgil wrote: *Rman ponders* ... Even... Navigation Meshes in WZ ?
Crazy thought, huh ?
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