Buildings and Building Materials

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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glitterdown
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Buildings and Building Materials

Postby glitterdown » Mon Jul 05, 2004 8:50 pm

I think it would be keen if there were subtle differences in the building types:

Wood buildings could be burned down, mud huts would be unsecure and could not be locked, stone stopped being available in towns and had to be imported. There was a way to make bricks and houses from them as an alternative to them. And you could tell what each Building was about (asside from it's name) in that it had a short description that could be tagged into it, similar to a character description (whether created by the builder or more like clothing. Perhaps there could be ways to modify that building description (like character descriptions) by adding/removing things to/from your building (how many rooms it had, what kind of roof, signage, fenestration, awnings, columns and colonades, porches (that you could sit on!) and etc.

We have furniture and such, but could we have rugs and paintings too?
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nitefyre
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Postby nitefyre » Mon Jul 05, 2004 11:18 pm

I was discussing with someone, and yes, the rug, killed showoffy stuffed moose heads (etc) and more furniture idea was something mutually agreed upon. Sitting objs are present, though porches and what not'd be nice. So I concur there. :)

I do not agree with Dynamic naming of buildings or descriptions. They can be written in notes. :(

As for the minute pain in the ass differences in buildings, I think many of my character's could do with out. Its just to hassle, it seems, and maybe should be something if and when deterioration has alredy been established. I do not think whole structures should fall though, maybe just portions of it may need to be fixed. I prefer though if deterioration was kept to tools and weapons, or else the structure of Cantr as it is would fall apart. Don't make it impossibly frustrating for characters to try to succeed in life. :wink:

And I'd like to repeat the idea of actually needing to make actual ARROWs and BOLTs, for artillery weapons (since it seems we'll soon be needing nails).
Appleide
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Postby Appleide » Mon Jul 05, 2004 11:22 pm

Artillery weapons....hmm, get a really big catapult and fire a piece of giant rock to another town.. SPLAT!
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nitefyre
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Postby nitefyre » Tue Jul 06, 2004 4:18 am

Appleide wrote:Artillery weapons....hmm, get a really big catapult and fire a piece of giant rock to another town.. SPLAT!


:lol: That'd be very interesting, and hopefully implemented in Cantr II 2.0.

I meant artillery weapons as in shooting projectiles, like Crossbows/Warbows/HuntingBows/Slingshots/etc....
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Dark_Angel_04
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Postby Dark_Angel_04 » Tue Jul 06, 2004 6:55 am

I don't think it should matter a building is a building, if you can lock a bike it should not be able to move, as a bike lock usually prevents that, but you can Lock someone onto a bike and keep people off of it, also with RL physics, can you build things on a bike? No So Why should it matter what the building is made out of if you can lock it or not.
"I know you like to think your S**t Don't stink Lean a lil closer and see what roses really smell like"
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glitterdown
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Postby glitterdown » Tue Jul 06, 2004 12:04 pm

Variety makes life interesting.
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Dark_Angel_04
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Postby Dark_Angel_04 » Tue Jul 06, 2004 1:37 pm

SO does role play But ANYWAYS
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glitterdown
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Postby glitterdown » Wed Jul 07, 2004 1:56 am

And personalizing yer stuff is a pretty keen aspect of role-plaing. making your mark on your character's things makes you flesh out your character. Whether its what color your bike is, or whether it's dealing with people burning your wooden store-house down, or the nicities of having windows in your house so you can see what's going outside in the general community (comings and goings, actions, if not the dialogue).
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Anthony Roberts
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Postby Anthony Roberts » Wed Jul 07, 2004 3:59 am

Sieging buildings, burning them down, buldozing, etc - are all things on the "To Do" list. With a lack of Programming Staff members, things just don't get done as quickly as they could be. Apply :P

More building types are already in the database. Reed Buildings, Marble Buildings, Brick Buildings, etc - they're all there. Bricks haven't been agreed on how to be created, and so that's why Brick Buildings aren't in yet. Marble isn't exactly an accessable resource. And Reed, I just haven't approved and added to the manufacturing list yet.

Also, there are now Room Extensions for Wood and Stone buildings (Wood: Cottage; Stone: Building & Hall) - There will be other extensions for the other buildings as well, when they're developed, just to be fair. The extensions have close to, or the same as, the storage capacity of the smallest building resource type. (Ie: If you build an extension on a Hall, it won't be the size of a normal hall, but rather the size of a normal stone building). The resources needed to make an extension is less, as because you don't need to build that 4th wall, type dealy.

Room descriptions are also on the ToDo list, as so that Furniture gives some flavour, and rugs can be added. It will permit people to "show off" their homes and businesses.
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Kev Milsom
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Postby Kev Milsom » Sat Sep 25, 2004 12:18 pm

Just an idea…but how about a bath-house?
Might add to role playing possibilities, and a good meeting place, although would plumbing need to be a part of the game before it could be considered?

Also, mosaic walls/floors would be good to see.
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Spectrus_Wolfus
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Postby Spectrus_Wolfus » Sat Sep 25, 2004 12:23 pm

make a building in town a
name it town a bath house
roll play the rest :lol:
The Industriallist
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Postby The Industriallist » Sat Sep 25, 2004 2:39 pm

Spectrus_Wolfus wrote:make a building in town a
name it town a bath house
roll play the rest :lol:


Much as I don't like that approach...yeah. Unless you implement an entire cleanlyness game mechanic.

Anthony, I hope that list includes degredation...assuming yoiu can do incrimental damage and can repair damage, degredation ought to be easy. And I don't really see what's so 'frustrating' about having to put a little work into your assets.
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Anthony Roberts
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Postby Anthony Roberts » Sat Sep 25, 2004 3:14 pm

It could be easy, ir could be hard, I wouldn't know, but it is on the list. I'm sure they'll get around to it when they agree that it's necessary for Cantr, and when they have the time. It could be awhile, there's a LOT of buildings and objects in the game that would all need to be affected by this change...
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Missy
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Postby Missy » Sun Sep 26, 2004 5:45 am

Hey I like he idea of a bathhouse. I'd like to see marble become a resource which is required for constructing the bathhouse.

I don't know that this couldn't be implemented now, we've got furniture now. :(

----------------------------

Which reminds me. Why is it I can't use a cabin trunk but I can use containers and barrels? Cant a cabin trunk be considered a container?
The Industriallist
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Postby The Industriallist » Sun Sep 26, 2004 1:57 pm

But in accordance with the resource-placement rules, none of the existing continents would ever see marble. In theory it could be transported from new lands, but...I doubt it.
"If I can be a good crackhead, I can be a good Christian"



-A subway preacher

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