[crossfire] Re: New movement code.

Todd Mitchell temitchell at sympatico.ca
Wed Oct 19 21:00:32 CDT 2005


Brendan Lally wrote:

>
     On 10/20/05, Todd Mitchell <
      temitchell at sympatico.ca
      > wrote:
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     A quick summary of ideas I have:
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     very high mountains (mountain_5) remains blocked
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     high mountains (mountain_4) require 'climbing' or 'flying' movement type
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     to pass
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     On a related note, whilst all these tiles need updating, flattening
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     the tiles a little may be worthwhile (mountains 1 and 2 become hills,
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     hills become flat ground) - currently the world map is very
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     mountainous, flattening it would aid movement.
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     I think that mountains give the world more surface area - there more 
nooks and crannies to develop.  They also make travel meaningful and to 
direct movement to areas of interest.  Also over time the idea was for 
people to carve out areas in the mountains like was done with the Ring 
Mountains.  If there is no where to go to, just flattening the mountains 
to aid movement would actually shrink the game world IMHO.  You have 
people just locking into run mode and zipping along for a while.  
Getting there should be half the fun and there are always portals and 
boats and other shortcuts for the road weary.

>>
     rivers remain blocked (how to explain this re flying?)
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     with reference to back to the future - hoverboards don't work over water.
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     But you can still fly over seas... until you tire.  The reason I suggest 
we need to restrict rivers is because they are so often used to direct 
movement already and they have fords and bridges to allow passage.

>>
     *most* wall types and doors remain blocked
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     Wasteland remains blocked (or becomes like swamp?) except to flying
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     That will break the team arena.
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     Also, since it is being changed anyway, how about altering its name to
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     'volcanic plain' or something similar? Wasteland sounds like something
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     that should be traversible.
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     Nothing will break since the existing functionality will not change.

>>
     shallow sea requires a 'swimming' or 'sailing'  or 'flying' movement type
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     sea and deep sea require a 'sailing' or 'flying' movement type
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     or a submarine movement type, which should also work on icebergs and
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     sea ice. (not as anacronistic as might be supposed, the first
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     submarines were in the early 17th century).
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     new types of jungle and woods require a 'woodlands' or 'flying' movement
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     Also, roads and tracks should allow carriages to pass and roads,
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     tracks and grass should allow horses to pass. (these don't exist yet,
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     but should).
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     further in the future....
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     Desert should allow camels to pass (if there ever is a large enough
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     desert to make that worthwhile).
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     Tundra and glacier should be passable to husky sled.
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     not sure that fits in since those types don't involve blocking in any 
way.  We are really speaking of blocking movement, not movement types 
per se.

>>
     type
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     flying has limits on range
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     but you also said.... "sea and deep sea require a 'sailing' or
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     'flying' movement type"
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     so if a player flies out over deep sea and lands, what happens? do
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     they insta-death?
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     I think if they can't swim they would probably drown.  If they could 
swim they better hope they make it back to land before they drown.  I 
imagine you can't recuperate fatigue so you can fly again while you are 
swimming...


    


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