Wearing shoes makes you walk faster...

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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The Industriallist
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Postby The Industriallist » Wed Oct 13, 2004 11:07 pm

Nick wrote:Current "walking speed" is actually pretty fast, I dont think with shoes you would go any faster. Thats just what nike wants you to think!

That's a meaningless statement. There's no absolute to measure walking speed in terms of...walking speed is the meterstick used for most measurements.

The Sociologist wrote:The alternative is a genuine riksha from Bangladesh or somewhere which would certainly not have 2/3 of it's weight consisting of iron and steel. It would be wood, leather, rubber and tin, I'd expect.

Well, I assume by tin you mean aluminum...actual tin isn't much use for structural purposes. And aluminum is super-advanced (though not nearly as advanced as IRL). And those would be nice, or say carts slower than walking that have a lot of capacity, made of wood and using a small amoung of iron, for moving bulk goods. But a vehicle you pull should be slower than walking, not faster.

Curiosity point: is the cantr Riksha the small two-shafted person-pulled cart I know of, or is it something else?
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SekoETC
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Postby SekoETC » Thu Oct 14, 2004 12:06 am

I think it's the bike with three wheels and space in the back for one or two (rich) passengers to sit comfortably while the poor driver pedals his ass off... Correct me if I'm wrong.

Edit: Like this: http://www.bennenk.com/Maleisie/images/ ... Riksha.jpg
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Thu Oct 14, 2004 7:03 am

a pushcart type device that could increase the amount you carry by say double and that is a touch faster not requiring a bucket load of iron or steel would be good for when we slash the amount of food ya get from projects so that travelling salespeople don't have to wlk around carry nothing all day. instead they can have this until they make enough to buy a car or bike.i like the idea :lol: and having shoes as a part is weird but possible lol
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Anthony Roberts
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Postby Anthony Roberts » Thu Oct 14, 2004 12:06 pm

Sorry, I misunderstood the thing about no programming needed. But it's still untrue.

In order to apply a clothing article to a project, programming will be required to change a clothing article to an object (Clothing and Objects are two different things). Currently, clothing is nothing like an object - It has no weight, it can hold no special features, etc etc. It's just something you click a button with and you wear it, drop it, or give it away.

Unless, of course, the shoes started off as an object in the first place, but that really should be avoided. Then we can add a bunch of glove tools to help with, say, cotton picking, or then we can add a mask tool that allows you to collect gas easier, etc etc. Clothing needs to stay as 'clothing', and if it were to become objects, it would be confusing - mostly for newer players (Ie: I have some Cotton Gloves and a Loin Cloth, I can wear the Loin Cloth, but I can't wear the Gloves? Why not?!).
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The Sociologist
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Postby The Sociologist » Thu Oct 14, 2004 1:56 pm

Anthony Roberts wrote:Sorry, I misunderstood the thing about no programming needed. But it's still untrue.

In order to apply a clothing article to a project, programming will be required to change a clothing article to an object (Clothing and Objects are two different things).

Well, in object-oriented programming surely everything is an object? It should just be a question of giving objects which are clothing the property of also being usable in projects, a parameter change or some itty bitty adjustment to a header file somewhere.

But if you say so then so be it. End of my fun and games... :cry:
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The Industriallist
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Postby The Industriallist » Thu Oct 14, 2004 4:27 pm

The Sociologist wrote:
Anthony Roberts wrote:Sorry, I misunderstood the thing about no programming needed. But it's still untrue.


In order to apply a clothing article to a project, programming will be required to change a clothing article to an object (Clothing and Objects are two different things).

Well, in object-oriented programming surely everything is an object? It should just be a question of giving objects which are clothing the property of also being usable in projects, a parameter change or some itty bitty adjustment to a header file somewhere.

But if you say so then so be it. End of my fun and games... :cry:
.

That's one anti-reality assumption and one misconception...
I don't know whether PHP has OOP capabilities, but Cantr is database-based. When we say 'objects', we generally mean descrete items of the type that includes tools, weapons, and the semi-finished goods. These have a (semi-)common database representation. I also had assumed clothes derived from the same basis since they have many of the same behaviors, but evidently that isn't the case.

(Note, since I'm not a cantr coder this is based on general programming knowledge and my interpretations ind inferences from the game and forums. I am not an authoritative source.)

Even if OOP were relevant, it isn't necessarily possible to successfuly graft another interface onto an existing class. Things can get complicated.
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Anthony Roberts
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Postby Anthony Roberts » Thu Oct 14, 2004 6:10 pm

The Industriallist is correct.

And to add on... Yes, it is database-driven, however it uses more than one table, so, sure, objects, machines, vehicles, etc. are all in one table - but clothing is shoved in another, different, one. This other table does not have the same attributes as the objects one, as to why specific things can't interact with clothing articles (Ie: Weight can't be specified, the object can't store or hold resources, it can't be used as a tool, etc etc.)

This obviously is a wall that must be overcome in order to allow clothing that is worn to have effects like a normal object.
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Revanael
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Postby Revanael » Thu Oct 14, 2004 6:47 pm

Industrialist: most "traditional" programming languages, meaning Basic, C, PHP, etc, are capable of (at least basically) being used for any programming paradigm. But they aren't designed for it.

I may not know the cantr code, but I do know it'd be a hell of a lot of work to add all the clothing to the objetcs database, and even more to re-write a lot of main code itself to make clothes work as objetcs rather than clothes... So much work I doubt it'll be done for a very long time.
NetherSpawn
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Postby NetherSpawn » Thu Oct 14, 2004 7:56 pm

A pushcart that requires no manufactured ingredients would be good, although it would be nice to involve some of the underused things like rubber, tin, and copper. It would also promote trade, which is good. 15kg, while not unreasonable, can be restrictive if you're trying to carry heavy items to trade for light ones on top of your personal supply of tools and resources and sufficient food.
Functional shoes would be good. The uselessness of clothing has always irritated me. But considering that the general consensus is that it would take a huge amount of work and isn't very important, I think it should have a VERY low priority.
There shouldn't be faster-than-walking land vehicles that don't take iron, at least not until item deterioration. Maybe such vehicles that don't take steel, but not iron.
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NetherSpawn
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Postby NetherSpawn » Thu Oct 14, 2004 7:57 pm

A pushcart that requires no manufactured ingredients would be good, although it would be nice to involve some of the underused things like rubber, tin, and copper. It would also promote trade, which is good. 15kg, while not unreasonable, can be restrictive if you're trying to carry heavy items to trade for light ones on top of your personal supply of tools and resources and sufficient food.
Functional shoes would be good. The uselessness of clothing has always irritated me. But considering that the general consensus is that it would take a huge amount of work and isn't very important, I think it should have a VERY low priority.
There shouldn't be faster-than-walking land vehicles that don't take iron, at least not until item deterioration. Maybe such vehicles that don't take steel, but not iron.
Finally, a high-performance aluminum bike, faster than the normal one, perhaps with a bike cart and tandem bike to match.
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The Sociologist
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Postby The Sociologist » Thu Oct 14, 2004 11:03 pm

SekoETC wrote:I think it's the bike with three wheels and space in the back for one or two (rich) passengers to sit comfortably while the poor driver pedals his ass off... Correct me if I'm wrong.

Edit: Like this: http://www.bennenk.com/Maleisie/images/ ... Riksha.jpg

Ah yes, though of course there were doubtless earlier Asian versions, and certainly are current African versions, which emphasize wood over iron and steel:
http://www.knet.co.za/shakaland/RickShaw.htm

So perhaps an essentially wooden vehicle which emphasizes other products such as leather, and incorporates only a minimal amount of iron?
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The Industriallist
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Postby The Industriallist » Thu Oct 14, 2004 11:14 pm

I would guess that thing contains a decent amount of metal fasteners. And do notice that it should slow you down, not speed you up. But something like it would be handy, since at the moment you need lots of steel before you can move much of anything overland.
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The Sociologist
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Postby The Sociologist » Thu Oct 14, 2004 11:17 pm

Anthony Roberts wrote:And to add on... Yes, it is database-driven, however it uses more than one table, so, sure, objects, machines, vehicles, etc. are all in one table - but clothing is shoved in another, different, one.

Thanks for the explanation. So this was some kind of optimization decision, I take it? A pity... :(
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Missy
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Postby Missy » Fri Oct 15, 2004 12:21 am

I think I like clothing the way it is. :) Even though it doesn't have a use, the value of it is becoming fairly popular. It's kind of like a currency in some places. The demand for clothing in a specific town I know of, is very high at the moment. The fact it doesn't have a use, I think is what is the best thing about clothing so far. It's amazing to see that people will trade for these items, although it does next to nothing in comparison of the items it is being traded for--like iron or tools.

Second--about shoes increasing the speed someone walks. I think that the speed which someone walked wouldn't likely be increased due to shoes, especially on someone who hadn't worn them before in their life. Have you ever put a pair of shoes on a toddler and watched them try to gain their balance? I didn't start putting shoes on my daughter until AFTER she started walking, and it made her clumsy. She lifted her legs up and down trying to figure out what the hell was wrong with her. Granted twenty year olds aren't as simple as toddlers, they'd still need to become accustomed to wearing a shoe before it helped their speed in walking-overall. Also, people who walk without shoes for a great period of their life form a callus and could probably walk just as fast as you or I did in a pair of shoes at any given time. In fact, I'd be more inclined to use a pair of shoes when climbing a tree since I have no callus build up on my feet, but here in Hawaii there are people who climb the trees in their bare feet faster than anyone could do in a pair of shoes. ---Nay for shoes increasing speed.
Lumera
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Postby Lumera » Fri Oct 15, 2004 1:07 am

Okay, what about forget the shoes and just add a pushcart? It'd basically be like piling all your stuff into a wheelbarrow and pushing it along, which should be faster and easier than carrying it...however you're carrying it. In your hands I guess, which would understandably be a little difficult. It could be made with just tin and wood and the appropriate tools.

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