[crossfire] Items that evolve all the time

Nicolas Weeger nicolas.weeger at laposte.net
Tue Apr 26 06:47:29 CDT 2005


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      Was awaiting a growing world for long :)
     
     
That'll add, imo, much fun to the game, and many opportunities to do other things than monster-bashing :) (which *is* fun, but sometimes you need some rest from that)

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      So to conclude:
     
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      - no need for an extra storing tag for the last time it got a turn. There is 
     
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      already logic for that (the tag is named lastxxx don't have code here)
     
     
Didn't know that tag, will look for it.

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      - no need for such things as an overlay map
     
     
I'll disagree here. Imagine a beehive generating honey, at approx 1 volume per 10 minutes (random thoughts), holding max 10 volumes. When first time map is loaded, you'll have nothing - wait 10 minutes, 1 volume. Map gets swapped out, you need to remember that 1 volume, even if you happen to run all turns.
Oh, I forgot to say that: the idea is that growth is randomized (ie for instance need 500 food for 1 volume, growth rate 5 to 10 food units per turn). So you can't just fastforward from the initial settings, you need to remember a few values.

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      Now concercing weather interaction. This is abvious values like humidity and 
     
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      temperature, when available, should influence the growing process :)
     
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      And the type of ground too!
     
     
I'm not that far in the thinking yet :)
That could be done, but I'll first do a basic thing, then we'll think about new more behaviours (*gets ready to make a 'plant' file in lib <grin>*)

Ryo

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