Recent content by Brokenshakles

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    Mapgeneration

    A way to make this method a bit more realistic would be to generate some basic climatic patterns/prevailing wind currents and use those to spread/direct the interpolation instead of assuming a perfectly northward current over the northern half of the map, and a similar uniform current over the...
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    Mapgeneration

    Wow! This is utterly fantastic, I will definitely want to use this in our DF type game mode, with a few things added on. Plate age, temperature based on elevation, a lot can be done with a number of height maps overlayed on top of each other. Do you think we could simulate the effects of...
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    The "Heightlands"

    In Texas, we call this land formation "The Hill Country".
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    Inactive Holdings

    On the subject of ownership, I think that using zones in order to define property is the way to go, and most closely reflects how we do it in the physical world. I think the best reference for this is the way national borders works in the more recent civ games, but the most basic implementation...
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    Inactive Holdings

    Hmm, "Holding". Sounds good. If I may dare to go a bit of distance and suggest an Actraiser/Black and White type angle, where the player is represented in game by a god-like avatar that all the minions worship, and the central structure in the holdings would be his/her personal temple. Like...
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    Inactive Holdings

    This post reserved for space.
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    Inactive Holdings

    From this conversation we now have a rough idea of a direction we could go in concerning how to define a players territory for a fortress type game mode. The central idea is a central structure that must be built before other structures spawn. The "Estate" as we are currently referring to it as...
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    Inactive Holdings

    (10:44:20 PM) brokenshakles: Tell me Josh, how is it better? (10:44:37 PM) Cervator: yeah today alone probably built up more design thoughts on the topic ;-) (10:45:01 PM) Cervator: also: huh, zones and estates go together (10:45:02 PM) Josh_: Specifying different areas rather than it all being...
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    Inactive Holdings

    Cervator edit: Renamed to Holdings and moved to Modules. I made a tiny start to the Holdings module a while ago, maybe I'll get back to it again sometime, but anybody else is welcome to help out! Hello everyone!, This thread is the product of several conversations in the #terasology IRC room...
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    Where we are with World Generation

    Hey! Sorry I missed the world dev meeting, but I have been thinking about item generation and tech trees. So far I have been exploring several different ways of doing this, but I'm leaning towards a tiered tech approach at this point, here is a rough draft: Apprentice Carpenter Shop...
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    Inactive Crafting

    Is there any way to make subdivisions octree-style (Each subdivision being 1/8 volume cube in a 2x2x2 arrangement) ? It would be nice if this was implemented in a way that allowed an arbitrary level of resolution/detail, as it would give the artists/modelers more to work with. Also, I was...
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    Inactive Crafting

    Just to throw my 2 cents in, I am thinking about a "Fortress" type mode right now, and I think DF has it right in this respect, the player does not craft, the minions do. However, I do also like the put-together style of Minecraft's craft window. So the way I would do it is to have...
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    Hello everyone.

    Guild Wars 2, Terraria, never played these, I will have to check them out. I am a current EVE player though, and I think they have some interesting Ideas about crafting and interfaces as well. I would like to mention that I am a dedicated 64bit linux desktop user, and you would not believe the...
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    Inactive Combat

    Hmm, Steampunk references an era that ends right before 1880, before WW1 and after the American War Between the States. During this era of war line/set piece battles were falling out of favor. Indeed, during the War Between the States, the first half was fought via colonial era type line...
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    Inactive Combat

    May I suggest considering a different era of warfare than the Sword and Shield era? How about a DF style game with musket and cannon type combat? Such a change would be far more able to get the most out of any sort of bullet physics simulation than arrows and axes. Or maybe include both eras...
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