Road Signposting
Moderators: Public Relations Department, Players Department, Game Mechanics (RD), Programming Department
- Ahoyhoy
- Posts: 259
- Joined: Tue Jun 21, 2005 5:24 pm
I wonder if path's to a new town will be shown on the map when freeroaming is made and if you will still have the option to follow the path. Also I wonder if you wonder off somewhere else that hasn't been inhabited yet if resources will be there or if you have to go to a town to start gathering resources.
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- formerly known as hf
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- Location: UK
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It should be possible to get all the information onto one signpost, rather than building one for each direction. Just how clutterered do we want the objects page to be? And If signposts really MUST go on the objects page, can’t they go at the top? It’s pretty silly ,already, that a stone monument is the last thing you notice, after scrutinisin 200 rams of dung, zero grams of pineapples etcetera.
Ideally , if it’s programmable, a finished signpost should appeear on the location page (It could, and should, also remain as an object, of course, but the locations page code could include a pointer to the signpost’s text, couldn’t it?). I don’t know about others but I find it extremely difficult to compare two pages which can’t be viewed simltaneously, and also extremeley difficult to memorise direction information, which is what we’ll have to do repeatedly , otherwise. That's s going to be very, very tedious and time-consuming indeed. (At least for me it will be. Maybe the rest of you have better brains than mine?)
Also, I don’t think this should be implemented until some means of destroying the signposts or altering the text can be implemented alon with it. Else we’ll be stuck with accidental misdrections, and unable to re-name locations effectively..
Anyways , I'm glad this in being implemented.
Ideally , if it’s programmable, a finished signpost should appeear on the location page (It could, and should, also remain as an object, of course, but the locations page code could include a pointer to the signpost’s text, couldn’t it?). I don’t know about others but I find it extremely difficult to compare two pages which can’t be viewed simltaneously, and also extremeley difficult to memorise direction information, which is what we’ll have to do repeatedly , otherwise. That's s going to be very, very tedious and time-consuming indeed. (At least for me it will be. Maybe the rest of you have better brains than mine?)
Also, I don’t think this should be implemented until some means of destroying the signposts or altering the text can be implemented alon with it. Else we’ll be stuck with accidental misdrections, and unable to re-name locations effectively..
Anyways , I'm glad this in being implemented.
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Road Signs
I have a terrible memory, so I hate having to look at maps, even the good ones like the Bauer Atlas, then have to come back to the location and match the right road with the right name on the map. It's horribly taxing, and it hurts my brain.
What if towns could build road signs that would automatically fill in that very annoying "unnamed location" spot on the Location Page. We have street signs in reality. They could make only one sign per road so it fills in the default location as opposed to just seeing "unnamed location". They could even make up false ones like "Road to Hell" (as long as we can tag them properly). That would also help when towns change there names, the connecting town could have a task of changing the road sign (much like a building or vehicle). If a town didn't build a road sign, it can be left with the every annoying "unnamed location".
Oh, I guess the signs could be made completely out of wood, iron, or steel, or any other material that makes a good sign.
This would please so many of my characters. They would smile more and everything!
What if towns could build road signs that would automatically fill in that very annoying "unnamed location" spot on the Location Page. We have street signs in reality. They could make only one sign per road so it fills in the default location as opposed to just seeing "unnamed location". They could even make up false ones like "Road to Hell" (as long as we can tag them properly). That would also help when towns change there names, the connecting town could have a task of changing the road sign (much like a building or vehicle). If a town didn't build a road sign, it can be left with the every annoying "unnamed location".
Oh, I guess the signs could be made completely out of wood, iron, or steel, or any other material that makes a good sign.
This would please so many of my characters. They would smile more and everything!
- Bmot
- Game Mechanics Chair / HR/PD Member
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- Location: The Hague - Netherlands
Re: Road Signs
Yes, but, I would make it a landmark-like object that says something like:
"a road sign pointing at <location a> (direction) saying "the town down the road" "
This would probably be easier to program as well, I'd think.
It could or couldn't show the direction in the little text.
"a road sign pointing at <location a> (direction) saying "the town down the road" "
This would probably be easier to program as well, I'd think.
It could or couldn't show the direction in the little text.
Richard Dawkins wrote:We privileged few, who won the lottery of birth against all odds, how dare we whine at our inevitable return to that prior state from which the vast majority have never stirred?
- Marian
- Posts: 3190
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Re: Road Signs
I like it. I'm not sure how it works from a programming standpoint, but shouldn't it be almost the same as attaching a sign to a vehicle or building?
Though of course if all ways of modifying dynamic text work exactly the same, I vote we be able to attach visible nametags to people too.
Though of course if all ways of modifying dynamic text work exactly the same, I vote we be able to attach visible nametags to people too.
- Greek
- Programming Dept. Member/Translator-Polish
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Re: Road Signs
Marian wrote:I like it. I'm not sure how it works from a programming standpoint, but shouldn't it be almost the same as attaching a sign to a vehicle or building?
It'd require completely different mechanics.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
- Bmot
- Game Mechanics Chair / HR/PD Member
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- Location: The Hague - Netherlands
Re: Road Signs
Greek wrote:Marian wrote:I like it. I'm not sure how it works from a programming standpoint, but shouldn't it be almost the same as attaching a sign to a vehicle or building?
It'd require completely different mechanics.
So, which of the two ways to make roadsigns is easier to program?
Richard Dawkins wrote:We privileged few, who won the lottery of birth against all odds, how dare we whine at our inevitable return to that prior state from which the vast majority have never stirred?
- Bmot
- Game Mechanics Chair / HR/PD Member
- Posts: 2631
- Joined: Sat Jun 30, 2012 3:59 pm
- Location: The Hague - Netherlands
Re: Road Signs
Heh, slightly off topic, but I just realized that the "landmark" is already translated for Dutch chars, to the word for "road sign"
Richard Dawkins wrote:We privileged few, who won the lottery of birth against all odds, how dare we whine at our inevitable return to that prior state from which the vast majority have never stirred?
- Greek
- Programming Dept. Member/Translator-Polish
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Re: Road Signs
Probably adding a static description for a road would be the easiest.
Changes with dynamic naming are bad idea. Making sign an object with location mentioned in the name would require global changes to [make it] work with translations. Also seeing them on objects page may not be as convenient as a text just next to road on location page, but it's not a technical issue.
Changes with dynamic naming are bad idea. Making sign an object with location mentioned in the name would require global changes to [make it] work with translations. Also seeing them on objects page may not be as convenient as a text just next to road on location page, but it's not a technical issue.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
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Re: Road Signs
I'm all for the idea if they are destroyable or the description are modifiable after creation.
"An those with little fuel, could tie a pack of bears in front of their limousine, with whip and crossbow in hands to keep them in line."
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Re: Road Signs
I am all for it as well. One of my main frustrations of the moment with Cantr in general is the inability to modify or destroy landmarks. I have one town where the previous residents setup a stone landmark that is rather rude and every time I see it, I wish my character could smash it with his sledgehammer.
I selected undecided because I think landmarks would serve the purpose, so long as they are destroyable or modifyable.
I selected undecided because I think landmarks would serve the purpose, so long as they are destroyable or modifyable.
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