Revamp Land Movement?

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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Ryaga
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Revamp Land Movement?

Postby Ryaga » Tue Jun 30, 2009 1:20 pm

Well I'd like to see land movement working in two ways :D

A) Using the current system of roads.

B) A movement system similar to or exactly like boats. I think that the distance in travelling on land between one player and the next is not measured by percentages but pixels? I don't know, but it seems like the framework is there to do it. I think that any vehicle that can't be used on a path couldn't be used there. Entering towns would be similar to docking boats, only without the messages to those inside.


This is probably some sort of ridiculous dream. :twisted:

This would give Cantr that sandbox feel that it's lacking in just this area: travel. I think it'd be cool to ICly go on a bike ride or whatever through the woods. I don't think you should be able to use anything that needs a sand road or above off the path though. This would make chases more interesting, traveling in general more interesting. And attacking on roads would be less obvious than that guy going 10% speed waiting to shank you.

My suggestion on how to handle view:

Being in a type of terrain gives either a positive or negative modifier. Plains would be positive mountains negative.

Looking at another type of terrain gives a modifier, mountains giving you the highest point of view and plains the lowest :D.

Then adding modifiers for spyglasses etc.

So you'd more or less go: Check players within maximum range of view, then discard any of the options that aren't viable after adding modifiers. Plains looking at plains would give a fair distance, while mountains to plains would allow you to see that player farther away. In other words I'd loop through nearby players comparing their view modifier to their terrain modifier.
Last edited by Ryaga on Tue Jun 30, 2009 2:55 pm, edited 1 time in total.
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Miri
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Postby Miri » Tue Jun 30, 2009 1:44 pm

No, it's not, it's some awesome idea :D I'm pretty sure it's a duplicate, though...

...and people traveling should be seen as dots, just as boats are!
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Doug R.
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Re: Revamp Land Movement?

Postby Doug R. » Tue Jun 30, 2009 1:47 pm

Ryaga wrote:Well I'd like to see land movement working in two ways :D

A) Using the current system of roads.

B) A movement system similar to or exactly like boats. I think that the distance in travelling on land between one player and the next is not measured by percentages but pixels? I don't know, but it seems like the framework is there to do it. I think that any vehicle that can't be used on a path couldn't be used there. Entering towns would be similar to docking boats, only without the messages to those inside.


This is probably some sort of ridiculous dream. :twisted:


Why? What would this accomplish that the current system does not?

Miri wrote:...and people traveling should be seen as dots, just as boats are!


This would be potentially useful, but since open water is flat, and land has obstacles, being able to see people way out on roads isn't really that realistic. Maybe if it were just for those very close to town...but then, you'd never be able to evade an attacker ever again, would you?
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SekoETC
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Postby SekoETC » Tue Jun 30, 2009 1:52 pm

People could take a shortcut between towns that are not directly connected. Also people could go hiding in the wilderness, even though they couldn't work on projects there (assuming you couldn't take land vehicles off paths).
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Ryaga
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Postby Ryaga » Tue Jun 30, 2009 2:26 pm

Contents added to the first post.
Last edited by Ryaga on Tue Jun 30, 2009 2:55 pm, edited 3 times in total.
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*Wiro
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Postby *Wiro » Tue Jun 30, 2009 2:32 pm

Do want. Q_Q
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Genevieve
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Postby Genevieve » Tue Jun 30, 2009 2:53 pm

I am fairly certain this was something being looked into a few years back..I remember discussing it on the boards....was surprised it wasn't implemented actually. :-)
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Doug R.
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Postby Doug R. » Tue Jun 30, 2009 6:39 pm

SekoETC wrote:People could take a shortcut between towns that are not directly connected. Also people could go hiding in the wilderness, even though they couldn't work on projects there (assuming you couldn't take land vehicles off paths).


I was confused. I thought they wanted a free movement system on the current system of roads.

Free roaming has been proposed for a long time, but probably won't be implemented for this version of Cantr.
Hamsters is nice. ~Kaylee, Firefly
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Ryaga
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Postby Ryaga » Tue Jun 30, 2009 6:51 pm

Aww....
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Gran
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Postby Gran » Sat Jul 04, 2009 4:03 am

So we should suggest the creation of a new version of cantr then?
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Jos Elkink
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Postby Jos Elkink » Sat Jul 04, 2009 11:17 am

This is how old the idea is: roadmap :-)
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CantrFreak
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Postby CantrFreak » Sun Jul 05, 2009 12:26 pm

Jos Elkink wrote:This is how old the idea is: roadmap :-)


I was just about to link to that. It's amazing people forgot about that already.
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joo
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Postby joo » Sun Jul 05, 2009 1:13 pm

Actually I think there was an element of sarcasm in Gran's post. >_>
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Jos Elkink
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Postby Jos Elkink » Mon Jul 06, 2009 7:40 am

joo wrote:Actually I think there was an element of sarcasm in Gran's post. >_>


My reply was to the original poster, not Gran's ;-)
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Ryaga
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Postby Ryaga » Tue Jul 07, 2009 6:10 am

I dunno, I'd figure you would've done it that way in the first place. I can't see not being able to use alot of the code from boats and such only with adaptation for land travel, unless the code is some type of horrible mess O.o . No offence of course if it is. Or even if it's unconventional.
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