Topic: main roads becoming normal again
GunChleoc |
Posted at: 2015-04-27, 11:11
I think wares/time is a good idea
That would be really cool
There isn't a list as such, but if you have a busy road with no donkey on it, it is waiting for a donkey.
I am talking about the suggestion where we would use busy road graphics as eye candy where roads aren't actually busy. Busy indexing nil values Top Quote |
king_of_nowhere Topic Opener |
Posted at: 2015-04-27, 11:59
If we want a maximum value, mith the system I'm suggesting I think 1000 would be good. Since it can at most decrease by 20 every cycle, it would take a bit more than 20 minutes for the fullest road to get demoted with no traffic. which should suit every possibility of roads getting used only once in a while. I mean, I can't think of a realistic scenario where a road will get heavy traffic once every twenty minutes and no traffic whatsoever the rest of the time. II was assuming if one manually promoted a road he wanted it to stay promoted forever, but also the other option is ok. In that case putting it to 500 would be fine. And yes, having a road crumbling would be pretty cool, so we could figure out a good excuse to use them. maybe roads that get demoted will get the "crumbling look" for ten minutes before getting the "normal road" look again. Or maybe something even more extravagant can be made, where if a road goes over 500 and then falls over 450 it will get "crumbling 1", if it falls further under 400 it will get crumbling 2, and if it falls below 350 it will get crumbling 3 while losing the donkey, and then it will get crumbling 4 and finally it will go back to normal. Depends on how mucch effort a graphic is willing to put into it. It's a pity I don't have any programming or designing skills, or I would do some of that myself. Top Quote |
einstein13 |
Posted at: 2015-04-27, 14:32
Afer a good (short) sleep I guess that your idea of new system can be good to see with Widelands. But to be specific coders need some more information:
From my state of knowing Widelands, we have to consider all the possibilities before we will propose something to implement.
promoted forever is not the best thing I would use
That is not a problem But designing is not so hard
einstein13 |
kaputtnik |
Posted at: 2015-04-27, 17:40
Thats easier said than done I just want to say, that i find it amazing that from a little post a great idea comes out Fight simulator for Widelands: |
GunChleoc |
Posted at: 2015-04-27, 17:59
+1 We have had some really fruitful discussions on the forum this year and I really enjoy them Busy indexing nil values Top Quote |
king_of_nowhere Topic Opener |
Posted at: 2015-04-27, 21:07
Ok, let's see to put everything into logic: values needed for a road from flag A to flag B:
Start: the road is made.
A ware is brought to flag A to be transported to flag B
More than one ware is deposited to flag A for flag B
If a ware is brought to flag B towards flag A, do the same, except use wares BA and secondary timer BA. two consecutive wares and wares waiting at flag are instead common between the two. Timer hits 43.2 seconds:
Furthermore,
Reset the timer and all the values except m-business. IF m-business greater than 350, upgrade road. IF m-business lower than 350, demote road. I believe it could be beneficial to have all roads on a separate timer, because otherwise when 43.2 seconds pass and it has to upgrade the m-business for every single road it may lag. On the other hand, having one single timer for all the roads would reduce the number of variables. Programmers decide. Put like that, it seems more calculation that I had assumed. But then, all of programming requires more calculation than you'd assume, so it takes someone more expert than me to say if it is feasible without bothering too much the CPU.
Maybe not, but I suck at it. I am very good at logic-related skills, like sciences and strategy-based games. I am very bad at art-based skills, like drawing or designing. My drawing teacher joked on me that I could play chess but I can't even draw a square. When people ask me if I like their new car, I always answer sincerely "meh, they all look the same to me. four wheels, one engine, used to move from one place to the other". And I give the same answer, with little variation, if instead of the car it's furniture, or accessories, or clothing - only exception, female clothing; bbut then, I still have no idea if it lookss good, I just can tell if the girl looks good wearing it. Trust me, you do NOT want me to have ANYTHING to do with designing or drawing Edited: 2015-04-27, 22:17
Top Quote |
einstein13 |
Posted at: 2015-04-28, 00:27
You did great design! I will think about it a bit later, but I can see that there is lack of idea what to save in savegame file. There are two ways of doing that: A.
B.
First is CPU-consuming, second is memory-consuming Probably there is also C and D, but I can't think about it now (have to go sleep). einstein13 |
king_of_nowhere Topic Opener |
Posted at: 2015-04-28, 01:25
ah, so by "designing" you meant what I did? I assumed "designing" in the sense of drawing stuff with paint or a similar program. Top Quote |
kaputtnik |
Posted at: 2015-04-28, 07:31
Yes, what your are doing is also a kind of design.
Thats the meaning of design my statement of "easier said than done" belongs to Related to your design: The visuals of the roads are only a little piece to the whole "widelands feeling". If we look at the game while playing, the visual upgrading and demoting of roads is something that is not really an eye catcher, it get noticed but mostly the player has to think of other things than watch the graphics. If we want demoting of roads by crumbling over time, we should think about that: A time related demoting of a road get maybe noticed by the player, but mostly not i believe. So if we have one intermediate step for demoting a road from busy to normal, it should be ok. I also think that it is graphically a problem to have more than one itermediate step, because each image of one step must be distuinguishable. If the decision of implemting is made, i would make an animation for the crumbling roads. Edit: Changed IMHO to AFAIK, sorry Edited: 2015-04-28, 17:28
Fight simulator for Widelands: |
einstein13 |
Posted at: 2015-04-28, 12:20
I don't like animations in games- too much CPU or GPU usage and no benefit to the gameplay, but you can create it (if you know how). About clocks: I have finally found the statement of SirVer about clocks:
https://bugs.launchpad.net/widelands/+bug/1328635/comments/6 Whole context: https://bugs.launchpad.net/widelands/+bug/1328635 einstein13 |