Mutilple maps?
Stan Shebs
shebs@apple.com
Tue Jun 18 11:55:00 GMT 2002
Lincoln Peters wrote:
>
> On Tue, 2002-06-18 at 09:24, Stan Shebs wrote:
> > >From hard experience, I should say that this approach, while
> > having the appeal of greater abstraction in the code, doesn't
> > work very well in practice. What typically happens that the
> > abstraction is easy to understand and implement, you do it, but
> > then the real purpose of the abstraction is hard to implement and
> > never gets done. Xconq is littered with hundreds of these - clouds
> > for instance, which have map layers, GDL, etc, but there isn't any
> > way for a game to use them (I originally had the idea of using them
> > to protect parts of a battlefield from air attack and maybe ranged
> > fire, but that part was never done).
>
> It seems to me that the best way to implement clouds might be to use a
> terrain coating that behaves like a particle system, using position,
> velocity, acceleration, and gravity. It could then affect affect units
> using thickness, attack-terrain-effect, and/or defend-terrain-effect.
> It could even be flexible enough that the same algorithm could be
> adapted to nebulae in space games, or forest fires in games that deal
> with guerrilla warfare (using attrition to damage units).
>
> I might have enough time this summer to work on such a project.
Clouds should have both bottoms and tops of different elevations,
at least if you want to do the aircraft thing - you can have
fighters attack ground forces if the cloud bottoms are a couple
hundred meters up, but high-level bombers are blocked.
A practical difficulty with all this is how to display it to the
player; cloud density is doable with stipples, at the cost of
readability, but tops/bottoms are harder. One way might be to
display the net effect of clouds - gray out cells that a
high-level bomber cannot attack (of course then you have a bit
of footwork to let the bomber pass over potential victims in
the same cell, only reveal them if the clouds blow away).
Stan
More information about the Xconq7
mailing list