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Mah Sekrit Projact
Trent Gamblin
Member #261
April 2000
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I was trying to find some stone. Guess I'll try to find some mountains.

type568
Member #8,381
March 2007
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300 posts.. Where does the A.cc record stand at?

Neil Black
Member #7,867
October 2006
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A lot more than 300.

Tobias Dammers
Member #2,604
August 2002
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Trezker said:

One thing I thought about is that you seem to have made each resource and certain projects bound to location types. Like all forest locations has berries.

Will there be different types of forest, or do you think specific locations could have resources that aren't available in other locations of the same type?

Berries can be found in every forest location at the moment (technically, a "picking berries" project has no machine requirements, but can only be performed in a forest location). Picking apples however requires an apple tree, which is implemented as a non-pickable object, and the project uses it as a "machine". Consequently, only one apple-picking project can exist per tree at the same time. The picking apples project type does not have a specific location type requirement, but all apple trees in the game are currently located in grassland or bushland environments, and not in all of them.

I like the second model better, because it allows for more diversion. Changing the berries project to use actual berry bushes or something similar might be a better choice.

I have this vision of a rather complex model for plants, where each plant type comes in three forms (seeds, saplings, and fully grown plants); you can plant seeds, which will produce a sapling, which in turn grows over time. In order to succeed, however, certain requirements must be met - the location must be of the correct type, it needs to be in a suitable climate (map Y coordinate and height might be used for this, maybe also distance from the nearest sea), and you need to have seeds. For now, I'll plant trees manually though (which reminds me, I'll have to plant a few cotton trees).

Also, for some resources it doesn't make much sense to have a visible object to gather them from, e.g. mushrooms - they're there, or they aren't; but for the mechanics to work, I'd still need a mushroom source somehow. For this kind of thing, I need object types that are "invisible", and in a perfect world, I'd also have items that spawn other items at configurable intervals.

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gnolam
Member #2,030
March 2002
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Picking apples however requires an apple tree, which is implemented as a non-pickable object, and the project uses it as a "machine". Consequently, only one apple-picking project can exist per tree at the same time. The picking apples project type does not have a specific location type requirement, but all apple trees in the game are currently located in grassland or bushland environments, and not in all of them.

Whoah. I'm getting flashbacks to my first (wilderness) survival course. :)
It just took a single wild apple tree to make everyone forget all they had learned about survival for the last couple of days. Upon sight of the first fruit-bearing tree, all sense of teamwork was lost - all that mattered were those sweet, sweet fruits. :)

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Trezker
Member #1,739
December 2001
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Wild apple tree most likely don't produce sweet apples...
Heard that recently on some TV show, seeds from apples produce random tastes and only rarely it's sweet.

gnolam
Member #2,030
March 2002
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Well they were horrible apples, but relative to the other shit we had been eating... ;D

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Move to the Democratic People's Republic of Vivendi Universal (formerly known as Sweden) - officially democracy- and privacy-free since 2008-06-18!



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