So Ty, want to pick your brain about the new map thing!

Started by Ramsis, June 24, 2014, 08:09:53 PM

Previous topic - Next topic

Ramsis

For those of you who didn't see it on Twitter, Ty sent out:

"First screenshot of RimWorld overworld generation! IT IS GLORIOUS"

Ty I want to know exactly what you hope to do with this system if you're willing to talk about it just yet. What is it's hopeful future, will this mean we can expect some sort of vehicle or vehicles in the near future, just how many spots are we allowed to hold control over, will you introduce an autobuild system of sorts for those of us who are feeling industrious, can we become the global superpower, etc etc.

Sorry, new feature means hit you early for some tasty answers! Seriously dying for vehicles atm, even if it's simple colonist attachments like carts to haul stuff with I'd be happy.
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

Quasarrgames

Yes i would be curious about this new "over" world thing.

Also, i've been wrong before about this, but is this the dawn of

SECTORS

?
On the right path, but the wrong medication.

I like how there's a thing that displays how long you've logged in to the forums. It shows just how many hours you've spent here, never to get back...

Tynan

Please don't abuse text sizes on the forum.

As for the world generation, it's just a skeleton feature for now. I just want it in there structurally so we can have the code look a bit more like its final format instead of querying into a fake world that doesn't even exist. Hopefully in A6 you'll be able to choose a landing site with some basic mountainoutness/fertility/rainfall variation, that's all.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Quasarrgames

On the right path, but the wrong medication.

I like how there's a thing that displays how long you've logged in to the forums. It shows just how many hours you've spent here, never to get back...

Coenmcj

Well isn't that... interesting...
Looking forward to it Tie.
and I must say, Glorious work you're doing!
Moderator on discord.gg/rimworld come join us! We don't bite

Ramsis

Quote from: Tynan on June 24, 2014, 10:19:44 PM
Please don't abuse text sizes on the forum.

As for the world generation, it's just a skeleton feature for now. I just want it in there structurally so we can have the code look a bit more like its final format instead of querying into a fake world that doesn't even exist. Hopefully in A6 you'll be able to choose a landing site with some basic mountainoutness/fertility/rainfall variation, that's all.

You have got to stop setting these silly overall goals for yourself Ty. Don't just do some basic stuff for A6, give it a dash of flair somewhere! "The locator module on one of the drop pods has detected a fellow drop pod from your ship in this location!" Your pods land and you find a colonist that's automatically part of your group in a small bunker. "You detect a small mining operation in this area!" Your pods land and you find a small outpost with quite a bit of metal and a moderate sized factory like building that's out of power but has a big pile of spare metals and silver outside of it. "*COLONIST* recognizes this area! He/She says his mother/father/lover has a cache of *RESOURCE/ITEM TYPE* here and doesn't think they'll mind if we use it!" Colonists land close to a cache of something rather it be a large number of prepared meals, good quality guns, materials, etc. "You overheard one of the chef's on your old ship talking about vast fields of *EDIBLE PLANT TYPE* in this area; lets see if he was telling the truth..." When you land you find a cultivated area of rich soil and a crap ton of grown food plants.

Things like this Ty, small stuff that makes it more exciting than "Oh hey look I can get more mountain here than over here!" I know it means a bit more work but it's that little bit of flair every update that makes RimWorld so much better than the average alpha game.
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

tbrass

I definitely think that flair-described generation, as opposed to "arid, semi-mountainous, lots of vegetation' would be fantastic. Great suggestion!

milon

Alpha 5 is already going to have lots of "flare".  There's sieges, mortars, ship-building....  It's gonna be awesome!

(So let Ty have his fun!  He knows what he's about.)   ;D

murlocdummy

Quote from: Ramsis on June 25, 2014, 02:18:33 AM

You have got to stop setting these silly overall goals for yourself Ty. Don't just do some basic stuff for A6, give it a dash of flair somewhere!

...

Things like this Ty, small stuff that makes it more exciting than "Oh hey look I can get more mountain here than over here!" I know it means a bit more work but it's that little bit of flair every update that makes RimWorld so much better than the average alpha game.

Oh my God.  That's actually a great idea.  Instead of having the standard "High Vegetation", "Near Ocean", "Medium Metal", etc. stats when you see an area, it can be replaced with in-character comments such as "These readings appear to be a large mountain" or "There is a large pirate base near this location".

Of course, Tynan will have to hire a writer for everything if he wants to get the code AND the writing done in a timely manner.