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RimWorld => Ideas => Topic started by: Daman453 on September 01, 2015, 10:27:36 AM

Title: Let's talk about Zlevels
Post by: Daman453 on September 01, 2015, 10:27:36 AM
I was looking over on the topic of will you fund a new round of rimworld development? and there was alot of talk of Z-levels, so for those people, here's the tread about z-levels.

For me i don't think it could be much hassle to get everything working. But if done right could be a reason why i keep playing. Thoughts?
Title: Re: Let's talk about Zlevels
Post by: TheDirge on September 01, 2015, 10:56:13 AM
If Z-levels are properly introduced it would improve the quality of the game immensely.
Title: Re: Let's talk about Zlevels
Post by: Aerouge on September 01, 2015, 11:02:03 AM
I personally love Z-levels in Gnomoria and DF. Still I think they would not play nice with Rimworld as they would interfere with current designs.

Take attacks for example. Tynan spend a good amount of time combating players "turteling" by setting up narrow death-corridors without cover and full of auto-turrets. He used attacks via Drop-Pods, Sieges with mortars, AI-Shooting around corners and attacking walls to stop players from building large-scale auto-defenses.

If the players could now go underground at ease most of these game-mechanism would stop working and we´d get Vault-Dwellers as the most efficient tactic of survival.

So for Z-Levels to work you´d need completely new game-designs for players to be threatened. Caveins and burrowing enemys for example. You´d need ways to interact between the Z-Levels otherwise you could build Steam-Powerplants on every Z-Levels of a Geyser etc. pp.

I´d rather see if they explored the current "playground" to it´s limits. Water-supply and demand for example is still missing, as well as meaningfull interaction between factions like trade, or maybe off-side raids on bandit-holdouts, etc. .

SO yes Z-Levels would be great but Tynan would have to build/design a whole new game-"mode" as Vault-Dwelling / Turteling with under-ground hydroponics would pretty much make the settlement immune from all current threats.
Title: Re: Let's talk about Zlevels
Post by: slitherrr on September 01, 2015, 11:20:51 AM
Quote from: Daman453 on September 01, 2015, 10:27:36 AM
For me i don't think it could be pulled of with much hassle from everything.

I love the optimism here, but I seriously doubt this is the case. If Dwarf Fortress is any model, adding a third dimension is a huge effort.
Title: Re: Let's talk about Zlevels
Post by: b0rsuk on September 01, 2015, 11:58:03 AM
Z-Levels can mean building UP. Then all of these attack strategies would still work.
Title: Re: Let's talk about Zlevels
Post by: Daman453 on September 01, 2015, 01:18:34 PM
Quote from: slitherrr on September 01, 2015, 11:20:51 AM
Quote from: Daman453 on September 01, 2015, 10:27:36 AM
For me i don't think it could be pulled of with much hassle from everything.

I love the optimism here, but I seriously doubt this is the case. If Dwarf Fortress is any model, adding a third dimension is a huge effort.
I ment i don't think it could be pulled of without a hassle from everything! Sorry!
Title: Re: Let's talk about Zlevels
Post by: haywire-2014 on September 01, 2015, 02:29:27 PM
I love this game and i did post in the previously mentioned thread about further development, but id like to have my say here.....

No Z-Levels please....

Title: Re: Let's talk about Zlevels
Post by: CB elite on September 01, 2015, 03:02:43 PM
I find z-levels to be an interesting concept, and I've seen a lot of requests for them, but...

I feel like z-levels are just kind of... unnecessary? I mean, this is based on my limited knowledge of them. I haven't read much on some arguments for z-levels, but would be happy to be enlightened! What would be the perks of z-levels? Like, what opportunities would open up to players?
Title: Re: Let's talk about Zlevels
Post by: Play2Jens on September 01, 2015, 03:09:21 PM
Sure, they are always welcome! But it would take months, even years, before they are implemented bug free and every little game aspect is adjusted to that.

I would rather see all that developing time go to other things like new factions, new events, new biomes (rivers, anyone?), new diplomacy, colonists relationships, more animal behavior, glass and windows, late game items, ... .

Yes, all of the above I would rather want than z-levels. I want you guys to ask yourself the same thing. Would I rather want a year of new content and refinement, stuff that really makes each RimWorld game you play feel totally unique and intriguing; or would I rather see z-levels?
Title: Re: Let's talk about Zlevels
Post by: Play2Jens on September 01, 2015, 03:16:01 PM
Quote from: CB elite on September 01, 2015, 03:02:43 PM
I find z-levels to be an interesting concept, and I've seen a lot of requests for them, but...

I feel like z-levels are just kind of... unnecessary? I mean, this is based on my limited knowledge of them. I haven't read much on some arguments for z-levels, but would be happy to be enlightened! What would be the perks of z-levels? Like, what opportunities would open up to players?

Alright. Gameplay wise:
- Be able to mine deeper into the mountain, almost gathering unlimited resources since you can dig vertically.
- Use height to get an advantage over the enemy; Colonists can build towers and shoot down on enemies
- Build trenches and deadfall traps.
- Make colonists run around way less. You can build your bedrooms above your living area when there is no room next to it anymore, so they don't have to walk so far.

Pure aesthetically:
Being able to build multiple floor houses and buildings with stairs, much more like real life.
Title: Re: Let's talk about Zlevels
Post by: stranger080 on September 01, 2015, 03:38:22 PM
Quote from: b0rsuk on September 01, 2015, 11:58:03 AM
Z-Levels can mean building UP. Then all of these attack strategies would still work.
I like this idea, perhaps guns can also have a z arc as well, no underground, just multi story buildings, genius!
Title: Re: Let's talk about Zlevels
Post by: Toggle on September 01, 2015, 05:59:10 PM
Z-levels are a major thing, and just with the way it is, it would require major re-working of the entire game, meaning it's more unlikely the more the game's developed, and currently Tynan isn't even giving a bit of hope for the idea, so I doubt it'll ever happen.
Title: Re: Let's talk about Zlevels
Post by: TheSilencedScream on September 01, 2015, 06:13:04 PM
Would allow for some interesting things, I'll admit, but given the overhaul that would be needed, I'd rather see the focus put on to more content instead.
Title: Re: Let's talk about Zlevels
Post by: RemingtonRyder on September 02, 2015, 12:30:08 AM
I'd much rather just have a pawn go into a rabbit hole with wooden/steel supports to mine deeper.
Title: Re: Let's talk about Zlevels
Post by: blub01 on September 02, 2015, 01:38:17 AM
I'd really like z-levels because a 2D space simply limits creativity in regards to building. also, right now I dig into a mountain. not really a difference to digging into the ground there, and I would really like to have more than one floor, and as Rimworld already simulates roof collapses, it shouldn't be TOO hard to make higher buildings a real challenge.
Title: Re: Let's talk about Zlevels
Post by: Toggle on September 02, 2015, 12:47:28 PM
Yes, it would be hard, as you apparently have no idea what you're talking about. When there's no support, it just drops rubble on the ground. Having z-levels is entirely different then simply having roofs collapse.
Title: Re: Let's talk about Zlevels
Post by: blub01 on September 02, 2015, 02:32:39 PM
I meant the bit about having buildings collapse when they are too high/badly built from a structural point of view.
Title: Re: Let's talk about Zlevels
Post by: Goo Poni on September 02, 2015, 03:00:49 PM
Quote from: MarvinKosh on September 02, 2015, 12:30:08 AM
I'd much rather just have a pawn go into a rabbit hole with wooden/steel supports to mine deeper.

Ah, I remember the joy of ATTEMPTING to build a house in Towns. 10 hours in that failed game, I haven't successfully built a simple square box, let alone a castle or anything more elaborate. I've also lost towns to the townies quarrying the ground and then dying because they dug themselves into a pit they couldn't climb out of, which spawned ghosts that then totally wrecked my shit.
Title: Re: Let's talk about Zlevels
Post by: akiceabear on September 02, 2015, 08:09:26 PM
I think z-levels would greatly enhance the game. A few thoughts:

Z-levels impact on overall gameplay enormously positive. I think the payoff between developing z-levels and populating other content in existing systems is significant, because z-levels offers a much more flexible way to play the game creatively. This type of story (http://dwarffortresswiki.org/index.php/v0.31:Stories/Bronzemurder) is impossible in RimWorld - in fact, most of them for DF are, and z-levels/related mechanics are a big reason. Adding z-levels can really enrich the variety of emergent stories driven by creative base planning and player-set goals, something which RimWorld is lacking in at the moment. I also list a few examples how z-levels could get great for emergent gameplay in this thread (https://ludeon.com/forums/index.php?topic=15610.msg164639#msg164639).

Z-levels is a major feature - but not impossible. I think some here tend to over- or under-emphasize the development cost (time) for the feature. Yes, it would be a huge challenge, taking perhaps 1-2 years to get everything right. But would it be a completely re-write of all systems? I doubt it - most mechanics would rely on a new pathfinding system. For example, assume relationships are implemented in A13 - do they need to be rewritten for z-levels? I doubt it. Moreover, the process could be compartmentalized so that backers for the new system could provide feedback along the (admittedly longer) alpha cycle. For example:
A1 - basic system to build up/mine down, UI to navigate
A2 - pathfinding - which are called on by other systems like work/relationships
A3 - combat - how height changes probability to hit/damage with ranged weapons, how AI pawns use that plus the new pathfind system to wage war
A4 - construction - beyond the simple building up and down, now structural soundness is a consideration (like with roof collapse), also considered in combat AI
A5 and beyond (?) - water dynamics for underground lairs, new event types specific to elevated/sunken z-levels, new tech for them also.

Some of the mechanics preferred over z-levels are going to be developed anyway, as part of the current RimWorld. One of the most often requested features is a relationships system - but Tynan has said before that he may focus on that for A13 when he is back from his break. It seems silly to request something which is already likely part of the development pipeline.

Some of the content preferred over z-levels will be developed by the community or in a relatively short time. Tynan previously stated (in 2013) (https://ludeon.com/forums/index.php?topic=146.msg2126#msg2126) that he could develop a dozen new raider types or buildings with 6-days time. But here we are in 2015 without hundreds of buildings and raider types. I think this reflects his development philosophy, which is to focus on systems that interact in emergent ways, rather than spamming content. As result, I think its unrealistic to expect a huge amount of new content from him - it seems clear to me he is going to leave that to modders using the systems he's developed. Rather, he's probably likely to continue at the pace he's kept content-wise - a few new bits and bobs each alpha for old systems, but focusing more on new systems and their content.

Z-levels would clearly require a new development round via a paid expansion or sequel. I think its very clear that z-levels is unlikely as part of development before 1.0. More likely is that it would be a feature in an entirely new development round, either an expansion or a sequel. Then it becomes a case of funding what only Tynan/Ludeon can develop - I'd happily pay $50 for fleshed-out z-levels implementation, maybe $15 for a solid fog of war implementation, but probably only $5-10 for a content-for-existing-systems expansion. Why? It's clear that the small but great modding community is already very capable of filling old systems with new content. Abrexus' mods basically scratch that itch for me entirely with regards to tech/buildings. Hell, there have even been some amazing event mods like TTM and Crash Landing. I think this modding will only get richer as the game goes to Steam and gains a wider audience, which will make Tynan shifting his focus from new systems to old content expansions even less meaningful and worth my (additional) money.
Title: Re: Let's talk about Zlevels
Post by: Dawa1147 on September 06, 2015, 02:28:18 AM
I understand the advantages of z-levels, but I think true z-levels would be too much (e.g.: a 200x200 Map needs to simulate 40000 Squares plus the content of said Squares. Even only 5 z-levels would put that to 200000+content, ), and that is a lot (especially since many Computers struggle already on that map if it burns or you have many colonists). What might work is fake z-levels (e.g. trenches technically are below the surfaces, but would be treated like a counduit that slows you but makes you harder to hit), and at most one z-level up.
Title: Re: Let's talk about Zlevels
Post by: akiceabear on September 06, 2015, 02:59:33 AM
Hi Dawa - that's a common suggestion. Tynan has said if he does zlevels, he'll do it for real.
Title: Re: Let's talk about Zlevels
Post by: blub01 on September 06, 2015, 03:09:13 AM
also, it could maybe be an optional thing, so weak computers can run 2d rimworld, while better PCs provide fancy 3d rimworld.
Title: Re: Let's talk about Zlevels
Post by: b0rsuk on September 06, 2015, 04:09:55 AM
I understand that it can be very complicated. Even after all those years, Dwarf Fortress still didn't get it 100% correct! Tamed flyers can't fly. Hatches are invulnerable from below, monsters can't see what's above them - does it mean bowmen can't shoot creatures on towers ? I don't play DF, I just read wiki and stories sometimes. I dabbled in it and found the interface/micromanagement insufferable.

But it's also a very lucrative feature. Many fun things become possible. As I hinted above, it doesn't have to mean copying DF. Rather than digging down, Z-levels in Rimworld might focus on building UP. Flying vehicles, flying creatures, jetpacks, orbital strikes, drop pods on your roof, meteorites, parachutes, cats falling 10 stories with just minor injuries, collapsing structures...

It's also very hard to have convincingly running water without Z-levels. How are you going to implement rivers ? Heightmaps ? How to visualize it on a single plane ? Does it sound exciting to play a game like this without rivers ?

As far as I remember Z-levels is one of reasons Tynan hasn't implemented embrasures. I think he said if he implements something like that, it will be via Z-levels.

Quote from: blub01 on September 06, 2015, 03:09:13 AM
also, it could maybe be an optional thing, so weak computers can run 2d rimworld, while better PCs provide fancy 3d rimworld.
And it's harder to program something to be optional rather than either on or off. And I'm not sure you understand the increase in complexity. Just consider the number of tiles. On a 200 * 200 map you currently have 40.000 tiles, which track state, what floor does it currently have, what floor is there when deconstructed, furniture, creatures, items. 200 * 200 * 200 map (200 zlevels) would be 8.000.000 tiles.

Suppose a modern computer can just barely run Rimworld (not true). Do you think 200x more powerful processors exist on consumer market ? How many years would we have to wait ?

Maybe it would be more reasonable to limit Z-levels to a low number, like 5 or 10.
Title: Re: Let's talk about Zlevels
Post by: blub01 on September 06, 2015, 08:03:41 AM
Quote from: b0rsuk on September 06, 2015, 04:09:55 AM
I understand that it can be very complicated. Even after all those years, Dwarf Fortress still didn't get it 100% correct! Tamed flyers can't fly. Hatches are invulnerable from below, monsters can't see what's above them - does it mean bowmen can't shoot creatures on towers ? I don't play DF, I just read wiki and stories sometimes. I dabbled in it and found the interface/micromanagement insufferable.

But it's also a very lucrative feature. Many fun things become possible. As I hinted above, it doesn't have to mean copying DF. Rather than digging down, Z-levels in Rimworld might focus on building UP. Flying vehicles, flying creatures, jetpacks, orbital strikes, drop pods on your roof, meteorites, parachutes, cats falling 10 stories with just minor injuries, collapsing structures...

It's also very hard to have convincingly running water without Z-levels. How are you going to implement rivers ? Heightmaps ? How to visualize it on a single plane ? Does it sound exciting to play a game like this without rivers ?

As far as I remember Z-levels is one of reasons Tynan hasn't implemented embrasures. I think he said if he implements something like that, it will be via Z-levels.

Quote from: blub01 on September 06, 2015, 03:09:13 AM
also, it could maybe be an optional thing, so weak computers can run 2d rimworld, while better PCs provide fancy 3d rimworld.
And it's harder to program something to be optional rather than either on or off. And I'm not sure you understand the increase in complexity. Just consider the number of tiles. On a 200 * 200 map you currently have 40.000 tiles, which track state, what floor does it currently have, what floor is there when deconstructed, furniture, creatures, items. 200 * 200 * 200 map (200 zlevels) would be 8.000.000 tiles.

Suppose a modern computer can just barely run Rimworld (not true). Do you think 200x more powerful processors exist on consumer market ? How many years would we have to wait ?

Maybe it would be more reasonable to limit Z-levels to a low number, like 5 or 10.

I suggested a solution to get more "complete" z-levels without killing the game on weaker computers. Also, I'm kinda curious what is the difference in the code that allows minecraft to load up 16^4*12²*Pi(about 29740000) blocks at a time while rimworld struggles with 300²(900000)? is it because the jobs? because you usually have quite a big number of entities in minecraft too. the temperature system can't really be it because there aren't enough rooms for it to truly matter. maybe rimworld isn't optimized in some important regard?
Title: Re: Let's talk about Zlevels
Post by: zandadoum on September 06, 2015, 08:25:28 AM
i didn't read the comments, but i wanted to say that before zlevels are implemented, please implement a sprinkler fire extinguisher... otherwise it will be impossible to fight fire undergound with 1500 degree rooms

also: maybe oxygen should/could be a factor (even for fire extinguishing undergound: turn off oxygen supply, fire dies)
Title: Re: Let's talk about Zlevels
Post by: b0rsuk on September 06, 2015, 08:38:51 AM
Maybe Rimworld isn't optimized... but Rimworld has many colonists, raiders and animals. That's a lot of pathfinding. 3D pathfinding would be even more expensive.

Minecraft is mostly static, isn't it ? It also uses different data structures. I'm not sure voxel octrees or whateer minecraft uses were around when DF was developed.

I'm not competent enough in game programming to evaluate, but this article sounds informative. It describes the difference between flat arrays and octrees, cites Minecraft etc... http://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/
Title: Re: Let's talk about Zlevels
Post by: blub01 on September 06, 2015, 09:44:52 AM
Quote from: b0rsuk on September 06, 2015, 08:38:51 AM
Maybe Rimworld isn't optimized... but Rimworld has many colonists, raiders and animals. That's a lot of pathfinding. 3D pathfinding would be even more expensive.

Minecraft is mostly static, isn't it ? It also uses different data structures. I'm not sure voxel octrees or whateer minecraft uses were around when DF was developed.

I'm not competent enough in game programming to evaluate, but this article sounds informative. It describes the difference between flat arrays and octrees, cites Minecraft etc... http://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/

I'm not good at programming in general, and as a result I understood almost nothing, but I think the article basically says that code that runs again and again and again(like physics updates, lighting) is far more important to optimize than random access(placing blocks, and i think player movement counts), by a factor of the radius of the map squared, if i understood it correctly. It(the article) then proceeded to go into detail about how to optimize iteration, at which point I ceased to udnerstand a word of it.
Title: Re: Let's talk about Zlevels
Post by: b0rsuk on September 06, 2015, 02:46:20 PM
Yup, it's about optimizing the right thing, solving the right problem. And people argue what actually IS the most frequently running code.
But it does give you an idea how complex it can get! You better eat higher math for breakfast.

More about Z-levels - one of Rimworld features that disgust me is automatic roof creation. No, I know there's a button to disable it. I mean how cheap, easy and exploitable it is. You can roof/unroof something remotely, at will. Got a fire in an open colony ? Unroof, hold doors open, problem solved. The only time you might avoid that is in a greenhouse. It insta-kills your plants. It's nuking from orbit!

Imagine what would be possible with Z-levels! Solid stone roof for extra protection ? Or maybe a translucent roof that lets sunlight in and saves power ? What if cargo pods fall on your roof ? How expensive is reinforced glass ? Z-levels would make roof building interesting. They would also make roofing easier to understand, less magical. Will that mortar round pierce my roof ? Yes ? No ? Why ? Now you have an idea.
Title: Re: Let's talk about Zlevels
Post by: Toggle on September 06, 2015, 03:23:57 PM
Yeah, but if we didn't have the ability to unroof, we'd need fire extinguisers, as currently any fire in your home area for me would burn my bloody colonists alive from heat since there's no good way to get rid of it.
Title: Re: Let's talk about Zlevels
Post by: blub01 on September 07, 2015, 01:37:21 AM
or water/sand buckets, for early game, and for the base, a sprinkler system would be better anyway.
Title: Re: Let's talk about Zlevels
Post by: b0rsuk on September 07, 2015, 08:02:42 AM
My solution to fire is never letting it happen. I don't use wooden walls past early game. I simply don't have anything that can burn, and I take special care with stockpiles. Nothing says you have to have conduits or batteries in your stockpiles.
Title: Re: Let's talk about Zlevels
Post by: TMAN80SS on September 07, 2015, 08:20:14 AM
Guys, imagine if the raiders had ai for underground combat.

- attacking support beams that are holding up 5 or more roof tiles.
- Flooding inhabited caves
- Using seismic weapons or explosives to flush you out.
- Mining into your base
- Using animals to attack first and then charging.
- Using toxic gasses or bio' warfare.

And also having Mechinoids that burrow into your base to cause caverns to become unstable and allowing scythers to flood in >:D

It would be an amazing thing to see Z-levels enabled, there could be so much more to do in the game and much more freedom with creativity. I do agree though that this would have to be added far into the future, we need to think about the meat before you add the gravy!  :P ;D