Topic: Rivers and Bridges
GunChleoc |
Posted at: 2015-02-11, 16:07
How about having the concepts of "shallow water" and "deep water" as 2 different terrain types? Shallow water would be bridgeable by roads, deep water wouldn't be. This would make things easy for the game engine. However, we will need to think of something convenient for the editor so it won't take ages to design a river. Maybe we could have "shore" tiles for both deep and shallow water, which will be a mix between land and water terrain. Busy indexing nil values Top Quote |
kaputtnik |
Posted at: 2015-02-11, 16:15
I think this could be made with the current tilesets...
This would be a great effort...
I think it would be currently enough,
This will cause enough work. I tried also making ford tiles as immovables, but they coudn't be placed on waterterrain because "water" do not allow placing immovables. Fight simulator for Widelands: |
kaputtnik |
Posted at: 2015-02-11, 16:34
This is a great idea Fight simulator for Widelands: |
wl-zocker |
Posted at: 2015-02-11, 16:41
See in this context bug 951554. It would be really nice to have some more flexibility with water and coast design. On the one hand, gameplay would change (bridges, unpassable water etc.), on the other hand, some more graphics would make Widelands look better. What you have created so far looks very promising. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
einstein13 |
Posted at: 2015-02-11, 17:07
I don't like the idea of cheap bridges. Why don't we use desert instead? We have sand, we have roads on it - the same conditions. einstein13 |
kaputtnik |
Posted at: 2015-02-11, 18:02
No, not the same conditions. While sand could be passed everywhere, water could only be crossed if it is shallow water. We have to consider, if we make bridges buildable by the player, there are some restrictions:
Fight simulator for Widelands: |
chuckw Topic Opener |
Posted at: 2015-02-11, 18:18
Not missing, just rare. I see little people. Top Quote |
kaputtnik |
Posted at: 2015-02-11, 19:23
Sorry, wrong wording Fight simulator for Widelands: |
chuckw Topic Opener |
Posted at: 2015-02-11, 21:16
No problem. I've been known to go "missing" for years at a time. I see little people. Top Quote |
Tibor |
Posted at: 2015-02-11, 22:03
I cannot imagine bridges too big enough to allow a ship underneath But I could imagine a ferry/wherry - that would work exactly like a carrier - carrying one piece of material between two jetties (immovables) built on close costs. No colonization possible, you would need to get onto opposite coast other way. A jetty would have virtual road to all jetties within radius 5 (f.e.) and the algorithm for goods transport would be exactly the same as for transport on land roads. Every jetty would have one ferry/wherry and would need special worker - wheryman. It would be also quite a lot to code...
EDIT: jetty would have a work area also, and all other jetties within the radius would be accessible by ferry - providing there is on-water path. EDIT2: I was thinking a bit yet, so a ferry would be associated to virtual road not a jetty - just like normal carrier is. it would be produced in shipyard (be very cheap) and wheryman would go to shipyard and sail the ferry to its virtual road (=pair of two jetties). It would be very deep change in the code... Edited: 2015-02-12, 07:46
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