Latest Posts

Topic: impassable water

kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1764
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-10-12, 22:12

Shallow water for desert is ready:

desert_shallow_water.jpg

Animation: desert_shallow_water.jpg

You see we have a uncommon thing: The animals walk on this terrain if it is defined as "dry" and it looks ... hmmm face-grin.png Thats why we decide to make it impassable for now (nothing can walk) since we have a new definition of such terrains. But "impassable" has another problem: fish couldn't be set as a resource to this kind of terrain. With a new definition this should be solved.

I've made a branch which gets updated if new impassable terrains are available.


Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1084
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-10-13, 12:48

New terrain type looks good for me face-smile.png Nice work! But it shouldn't be like swamp (for me): one tile distance can be passed, but more- not. Animals can't walk there too. Trees can be planted. Only fish is a problem: do we want to put there any fish?


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/

Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3033
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-10-13, 13:03

+1


Busy indexing nil values

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1764
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-10-13, 17:54

einstein13 wrote:

New terrain type looks good for me face-smile.png Nice work! But it shouldn't be like swamp (for me): one tile distance can be passed, but more- not. Animals can't walk there too. Trees can be planted. Only fish is a problem: do we want to put there any fish?

If you talk about the new terrain (not swamp), i think fish should be a valid resource because its a sort of water. May there are some reasons to not make fish a valid resource, i do not know them face-smile.png


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3033
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-10-13, 21:25

+1 for fish from me


Busy indexing nil values

Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1423
Ranking
One Elder of Players
Posted at: 2015-10-13, 22:09

+1 fish also for me to add terrain variety. otherwise, if it is impassable to people and boats, it is no different from swamp, and if it is unpassable to boats but not people, it is no different from desert or beach.


Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1764
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-10-25, 23:01

After some weeks of fiddling and testing other programs and trying to get into gimp python-fu i will provide a new impassable water for Wasteland: Algae slick....

in game.png

As for desert this pattern is animated too: in game.png

With the roads on this terrain the eyes get irritated to see some of the roads are waving too... but of course they didn't really face-wink.png


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3033
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-10-26, 08:58

This looks great face-smile.png

I'm still fiddling with the terrain properties. It's all a bit tricky, because units don't act on terrains, but on the nodes between them.

Edited: 2015-10-26, 08:58

Busy indexing nil values

Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1084
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-10-26, 10:53

@kaputtnik, great work to introduce something like that. But in my oppinion it is too green. Can it be more gray than green? (Is it a problem to change a bit colors?). Most terrain types in wastelands are gray or black.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1764
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-10-26, 11:22

einstein13 wrote:

@kaputtnik, great work to introduce something like that. But in my oppinion it is too green. Can it be more gray than green? (Is it a problem to change a bit colors?). Most terrain types in wastelands are gray or black.

I could try making it a bit gray. What is your opinion: Only the green areas or only the brown areas or over all?

GunChleoc wrote:

I'm still fiddling with the terrain properties. It's all a bit tricky, because units don't act on terrains, but on the nodes between them.

I am sure you will find a solution face-smile.png


Top Quote