Quote from: forsaken1111 on August 11, 2014, 10:07:34 AMRight! Exactly! Unity REQUIRES a sacr-- ehh, the Z-coordinate (right?).Quote from: UrbanBourbon on August 11, 2014, 08:02:16 AMHmm... Oh... wait, is it a game engine issue? MUST all coordinates be expressed in three figures because the engine demands it? But... if so, why does the engine support 3 axes?Isn't the game done in Unity? If so, it has native 3d support so all gameobjects would require a z coordinate even if it is just a zero.
Obviously creating multiple levels would be its own challenge but would it wreck the performance? Personally, I don't think so but of course it depends how bigass of a colony the player would build. It wouldn't be any different from building the same bigass colony on one Z-level. The difference would be that the game wouldn't necessarily have to render the action that takes place outside the current Z-level, so having multiple levels could even HELP the performance.
We'd have to consider HOW MANY Z-levels would we allow and how much action do we allow to happen in other Z-levels. At least in the beginning there wouldn't be much action to calculate since air and solid ground are pretty static... Unless Tynan were to add swarms of birds or other flying objects. Liquids are also currently entirely absent, and liquids are a performance killer in Dwarf Fortress.
Then there's a whole other bunch of gameplay concerns, such as shooting from a higher elevation. Realistically height is an advantage in infantry combat but in pure mathematical terms gaining height also increases distance to the target, which in turn "logically" thinking would yield greater hit penalty... when it logically shouldn't. Good luck finding a balance with providing an appropriate bonus from height. And what about weapon range? Should a weapon's range be a strict sphere or should a height advantage enable increased ranges for all weapons? As the shooter gains elevation, what happens to the shape of the "bubble", and in this case "bubble" is a visual representation of a gun's reach. One thing is sure - it can't be a strict sphere. The "bubble" stretches as height is gained.
After that, we'd have to consider if mortar shells would have an actual flight path, and should there be a risk of unintentionally hitting tiles on other Z-levels. Should the pawns be able to target surface objects with mortars if the mortar was at the bottom of a deep vertical pit, but with eyeline to the sky. What if it's a narrow pit with barely enough room to get a non-vertical firing angle? Of course there could be a special case that if a pit mortar has X tiles dug out around it (and everything above it) on each Z-level, it could shoot anything, X being 1-4. But then again, could there ever be a possibility that a blocking tile would appear in the shaft and ruin the whole firing ability?
Also, drop pods. There would always be a chance that their payload would end up on multiple levels but that might actually be just a convenience problem. Double click to select the pod payload? Triple click?
Fall damage, climbing ability, pathfinding, cover from inter-Z-level gunfire, what else am I not thinking of? The existence of inter-Z-level floors which are infinitely thin in Dwarf Fortress?
