New things about houses, a compleat inseperable packedge.

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Pie
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New things about houses, a compleat inseperable packedge.

Postby Pie » Sat Apr 29, 2006 1:39 am

Ok.. heres the idea... Its a take it or leav it. All of it.

step 1: only <number> amount of extra rooms branching off of <insert tipe of room>

step 2:make it so a building is like a place, as in, all of the conecting rooms either north, south, east, west(with varyations,(NW, SW, depending on wich was there first, and what you said when you built it and insert step 1 into each wall.

Step 3: make it so you can knock doun a wall to the north south east and west, and you can either make a door, or window(depending on were the hole lead to.
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Postby Sunni Daez » Sat Apr 29, 2006 1:44 am

:lol: PIE!!!
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Hellzon
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Postby Hellzon » Sat Apr 29, 2006 2:07 am

So, basically, map each building and its rooms on a grid instead of having them in an abstract tree structure?

Interesting, and meshes with the roadmap vision Jos has for the Cantr world. Might happen in the coming decade. ;)

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Postby Pie » Sat Apr 29, 2006 3:09 am

.... I can find no reference to this.... nothing....and anyway... even if this IS on the roadmap(wich i would like to know wear it is)It's not that hard, it's pretty easy to figure out. for #1get the variables fore recourse gathering, and change some of the variables to react with the building. not THAT hard. then it gets a wee bit harder... but not that hard.....for#2 you just grab the variables that make sertain places this direction to other places, copy, past into a side page, create a link into the place that makes the locations sertain places to other places, and put the link in another page were you can choos were to build the building, and then put a limit onto how many rooms can be build in one direction. then, fore #3(this is wear i'm confused.. I'm not quite shure how to do this one) Alright, you would either have to create a multipul situation programming(such as, if you build N, and then W, you will be able to build a door to W of the main building) or you guys are so smarter than me with computers and know alot more than me(although i didn't know anything about computers untill last year(aprox))

But once again(as a reminder) show me wear the roadmap has this sugestion.
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Postby Agar » Sat Apr 29, 2006 4:46 am

HOLY CRAP!!!
i agree with pie

That directionality of internal buildings is an excelent idea, adds depth and functionality to the game. I like that, but have to think ahead to how do we assign directions to existing buildings, and keep them from running into each other, or surrounding the structure.

Still, this is a GOOD idea, and one I think should be considered seriously by staff.
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Postby MrPenguin589 » Sat Apr 29, 2006 6:34 am

Well, we need to be able to build up, too. For multiple levels in building, and the such.
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Postby Hellzon » Sat Apr 29, 2006 11:02 am

Pie, if you missed it, the word roadmap in my post was a link:
The roadmap post wrote:The most important difference between 2.0 and 1.0 was going to be how
walking works and how locations are interpreted. Currently, we have a
set of locations, with set roads between them, which you can follow to
reach other locations. This was implemented because I saw no other way
of implementing a large world in a reasonably sized database.
Nowadays, I see better ways. What I would really like to see is that
characters (and animals, vehicles, etc.) could walk freely on the map,
without being restricted to the roads. This would also mean they can
build anywhere, drop goods anywhere, dig for resources anywhere, etc.
The advantages would be: more 'natural' development of settlements;
more exploratory approach to finding resources; more interesting types
of borders between states (instead of just one location=one state).
Disadvantages might be that the world will be rather big relative to
the population size and that the character of the game changes rather
dramatically (but, I think, for the better).

Basically, what you are suggesting for buildings, Jos has suggested for the world as a whole.

Well, we need to be able to build up, too. For multiple levels in building, and the such.

Indeed. I'm sure some buildings are supposed to be viewed as towers already. Not to mention lighthouses.
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Postby Racetyme » Sat Apr 29, 2006 4:03 pm

I like the suggestion, but like many other good ideas before it, I think this should wait for free roaming, because then it would be of the most use. Until then it would just be a fancy idea with no real benefits. So once again, an excellent suggestion is stuck in limbo waiting for free roaming.
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Postby Pie » Sat Apr 29, 2006 10:08 pm

Alright... I lost alot of work when i acadentally pressed tha back button... so I'l give you the prevew vershion.

This would so too work for the cantr world(as of now) and Helzon, that quoted paragraph was about free roaming, not about dynamic houses with cool stuff like extra doors and windows and hols in the wall( A WAY TO EXCAPE JAILS!!! HURAY!!! you'd need a hammer....)

and.. as fore secon't levels.. I'd have to say, you would have to create another part to the multipul simulation page i was talking about in my first post, and you would have to make another maping of everywere, but this time not frome the main intrance, but frome the stairs, and make it so that you can only make a room on top of another room.
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Postby Racetyme » Sun Apr 30, 2006 6:11 am

But pie, what would the point of having a back door be if it just went to the same place as the front door. And as cool as the grid system is, the game is not configured like that at all as of now, and should not be until we have free roaming. So it can't really work yet.
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Postby Pie » Sun Apr 30, 2006 2:00 pm

(another place to excape frone evil peoples. and plus, don't you think it would be cool to have a courtyard? And also, you could make doord to other rooms not origonally made. And also, this would help the posability of having a backyard, and frone that part of the hous, you can go directly to the town squair.(sorry for my spelling.))


Also, I have a question, Would my Multipul simulation thing work? This is for anyone who knows how to program computers better than me(wich would be almost everyone here... Al I know how to do is PRINT hi LOOP.Thats all I know for a sertain, and that's why I want you to answer that question i just told you)

So anyone.... Any question?

OH!! And it would also be cool if, you know, like, if a building went so far to the east, that it would take up another building spot.
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Zanthos
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interesting

Postby Zanthos » Fri May 05, 2006 3:59 pm

As for deciding the size and locations of existing buildings, the size could be directly proportional to the number of rooms, and for locations, well that would be a tricky thing to resolve. I dont know if Cantr logs the date that a construction project was started, but if this does indeed get implimented, buildings should be located in the order of their construction.

As for the method of deciding exactly where the buildings will go in addition to the order they are placed, well I guess that would be the call of Cantr staff and we'd just have to live with it.

(by the call of Cantr staff, i don't mean that they have to decide where the buildings will go, but they would probably have to decide how they are placed, like having the people who were naturally spawned in the location decide, or having the person who started the construction project decide, or just having them placed arbitrarly depending only on where they will fit.)
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Postby Nalaris » Sat May 06, 2006 3:35 am

Jos should create a completely new Cantr (Cantr 3) with revamped travel, combat and construction systems.

And smaller repair times. In fact, that should go in Cantr 2 as well.
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Postby Pie » Sun May 14, 2006 2:39 pm

Bump
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