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Re: [glob2-devel] New gameplay element idea
From: |
MUNTEANU Olimpiu Andrei |
Subject: |
Re: [glob2-devel] New gameplay element idea |
Date: |
Sun, 04 Dec 2005 18:47:00 +0100 |
User-agent: |
Debian Thunderbird 1.0.7 (X11/20051017) |
Stéphane Magnenat wrote:
Here is a new gameplay element I would like to present to you. Its purprose is
to increase the set of strategic action players can do and thus, if it works
as planned, make the game even more interesting :-) In the same time, it
should also improve the ambiance.
The idea is to add a new building, the singularity obelisk (the name is not
definitive ;-)) that would allow any globule to instantly travel to any other
obelisk, always using the optimal one. This can be not-too-hardly implemented
by modifiying the gradient computation system so that when it encounters an
obelisk, it looks around all other obelisks belonging to this player or its
allies (obelisk sharing being a question to discuss) to see if there is a
lower value for its target (or higher, depending the gradient algorithm
conventions).
Of course, an obelisk would be hard to build, and perhaps would consume, let
say, papyrus ;-) (so that the Archwizards in it can write and cast spells to
maintain singularity). We could even imagine to make the obelisks quite
dangerous so that if they reserve of papyrus fall to zero singularity
collapses and make a lot of damage around.
What do you think of this idea ?
Steph
Its a good idea regarding speed too. We can change the way we see the
map. Why not make this obelisk make a light around at a very big
distance. We can make all other buildings without any flag.
The rules should be:
- if the player has no obelisk, he will be able to place one for free,
or the last obelisk a player has cannot be destroyed, and the player can
move it into a region already explored for free.
- if the obelisk is inside a region that is already iluminated by some
other obelisk, it will cost a few money
- if the obelisk is far in the dark, it will cost a lot much more
Then the gradint of a building will only be computed in the area that is
illuminated by some obelisk that iluminated the building (one or more).
This way we do not have to compute gradients for the hole map. For all
other regions, the globule will have to travel through an obelisk, we
nead only one gradient to go to that obelisk.
This also means players will not be able to atack without building an
obelisk. Other solution is to build global gradients for atack flags
that are in the dark. This gradients will not nead much recalcualtion
since the destination is not a resource.
We laso nead global gradients for obelisks that are build in the dark,
only while they are constructed. No building should be alowed in the
dark since buildings do not make light any more.
This will improve the speed on big maps, but will change also the gameplay.
Re: [glob2-devel] New gameplay element idea, Andrew Sayers, 2005/12/06