Dig down

Started by Sion, April 07, 2014, 11:30:21 AM

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Sion

Before you read this article you might want to read this post first to see how this idea ties into some other ideas:
http://ludeon.com/forums/index.php?topic=2826.0;viewresults

The idea is simple, be able to also dig up and down, not just sideways, this simple idea unlocks a huge amount of options to expand this game.

It's very hard for me to explain the full potential of this idea because the possibilities are so complex, so let me instead give you a few examples of what the possibility to dig down can unlock:

* Colonists could reach their bedrooms faster and have less of a chance to have a mental break on the way there.
* When water is added it would be possible to build moats that would slow down raiders.
* A lever + wire + trapdoor over a 100 meter deep hole = excellent raider trap.
* Collapsing caves could affect higher levels in a chain reaction, (this also have trap potential).
* Silicon crystals could be found at deeper levels, this could be used in computer chips.
* Mods like the Bones Mod could use it to add fossils and stuff in lower levels of the map.
* A mini map would need a height meter (a future idea to be posted).

* Deposits of uranium could be found at deeper levels of the map.
Which in turn unlocks:
** Need special equipment to survive the radiation from mining and handling the uranium.
** Need enrichment plants to enrich the uranium ore to be able to use it in nuclear power plants.
*** Nuclear bombs?

Only your imagination sets the boundaries now!


So many ideas... so little time.
Silence is the worst answer.

Evul

This have been stated before, but a z level will not be in the game. Maby if a harbcore modder might mod it. :)

Sion

What is the reason to why a Z level will not be implemented?

I think it would be possible to dynamically expand the map downwards, probably by using/modifying the world generation algorithm, so when the colonist digs into a new (non existent) layer the code that decides how the map should look determine the 9 squares around the entry hole to the new map layer, and when the colonist digs in any way it generates the new terrain, in that way the map will not increase in size until it is necessary and it would even be possible to expand it infinite downwards, the same would probably be possible to do even sideways to expand the map, although I guess there is something that stops this, but what?
So many ideas... so little time.
Silence is the worst answer.

jamieg

tis seems very complicated.... is this something you are working on?
YES! Its true! im updating The BIG BANG mod pack check it out here: https://www.youtube.com/watch?v=orzLZbECR20&list=UUr1sEPUEhFqy01q16zGisIg

Sion

#4
No but I wish, I don't know enough about coding to create this, this is just my theory about how I would solve it if I could.
Use it if you can!
So many ideas... so little time.
Silence is the worst answer.

bluntfeather

If the Tynen has said it won't be implemented, I wonder if there's any chance he'll open up enough code that someone will be able to pursue this. Or if it is open enough already...? Or maybe the engine will just flat out not support it?

I really like the idea but it does sound like a large task. Has it been explained why it won't be implemented?

jamieg

Sion unfortunately im not experienced enough to do this, start small with mods you'll learn how to do it eventually :D why not try something a little simpler like adding a second floor ability would still be extremely hard but not as hard as digging down :p
YES! Its true! im updating The BIG BANG mod pack check it out here: https://www.youtube.com/watch?v=orzLZbECR20&list=UUr1sEPUEhFqy01q16zGisIg

Sion

Hmm... I would need more information, what language should I use?
Can I look at the RimWorld code to see how the map is created to begin with?
or should I start from a empty file and basically start guessing?
any other helpful information?
So many ideas... so little time.
Silence is the worst answer.

Tynan

You won't be able to do a Z-axis feature as a mod unless you're a professional programmer and have the whole RW source code. It is a massive an extremely difficult project.

You'd need to heavily modify all these systems:

-Pathfinding
-Rendering
-Shooting line of sight and cover calculation
-Cover search AI and tactical AI
-Lighting
-Lighting rendering
-Clicking world interface, box selection, and so on
-Map generation
-Plant system, seeds
-Roof grid system, roof generation
-Many others

And massively optimize the whole thing to run multiple times faster than it already does.

Don't attempt to mod this; it would be a very bad project. Make something simple which fits in the existing game.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Sion

Wow, suddenly it makes scene that this isn't in the game :D  :P
So many ideas... so little time.
Silence is the worst answer.