Topic: wouldn't it be nice to have a minable tree-friendly terrain?
wl-zocker |
Posted at: 2015-11-29, 21:38
I see your point. I still don't like "dead" though because it sounds too harsh. Could we call this terrain "unstable" or something like that? It is too unstable to build longer roads or flags, but it is fine for short roads. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
kaputtnik |
Posted at: 2015-11-29, 21:51
Uhm, i a bit confused about your last posts, king_of_nowhere and wl_zocker, Hoping that my last screenshot does not bring up this discussion. From my point of view:
About the term of dead: From my point of view "dead" is hard but ok. Maybe "irreclaimable" or "unlivable". Fight simulator for Widelands: |
GunChleoc |
Posted at: 2015-11-30, 08:45
How about:
We don't have terrain icons for terrain combinations; we only have terrain icons for single terrains. Both cases are the same terrain. Edited: 2015-11-30, 08:51
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king_of_nowhere Topic Opener |
Posted at: 2015-11-30, 15:29
If we make shallow water in the future, we may use the walkable tag for it, or it could be walkable/navigable, or "walkable with bridges", or a new tag depending on what we do with it. We should worry about that when we have a final consensus about what shallow water will do. Just as we should worry about a arable and minable terrain if we make one. For now, arable/minable/walkable/navigable/dead/impassable are all we need, and trying to predict future tags for future terrain with pecuiar traits when we are not sure what those traits will be is putting the cart in front of the horses. The best way to plan for that, I believe, is simply to make sure that the code can accomodate more tags with minimal reprogramming. As for the dead vs impassable argument, it seems everyone has a different idea of what would be more understandable. I suggest you jjust pick one. after all, dead/impassable had been fine until now, the world won't collapse if you pick a wrong tag. Top Quote |
kaputtnik |
Posted at: 2015-11-30, 18:13
Currently we have "dead' for terrains which are really bad, even if someone walks nearby. F.e. there is
I think it is good that nothing can walk on the edges of this type of terrains because nobody wants to walk nearby a lava stream... and this circumstance is also in the game. So for this kinds of terrains we should find a term that fits with this circumstances (if needed). The other terrains which are currently dead are:
From my point of view "snow" and "lava rocks" could be defined as "impassable". There is no reason why one couldn't walk nearby. So this terrains behave like swamp. In general i think we should use terms which describes the "accessibility" of a terrain in a global way. Like we have "impassable/walkable(or passable)/arable (instead of "green")". If we use terms which describe a specific type of terrain (like "mire"), this term looks wired if we use it also for snow (if we want it impassable). It's difficult to describe what i mean, hope that it is understandable. Fight simulator for Widelands: |
GunChleoc |
Posted at: 2015-11-30, 20:56
I understand what you mean I am in favour of making snow and lava rocks impassable. That would leave us with thinking about a better term for "dead". We had "acid" before, but I don't think that works very well either. Here are some similar terms from a thesaurus that we could think about for the 2 terms:
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king_of_nowhere Topic Opener |
Posted at: 2015-12-01, 00:09
i didn't want to suggest more terms, but since we are doing that... my own idea would have taken inspiration from genetic transmission, and named the terrains "dominant impassable" and "recessive impassable", to indicate that in the first case just one tile of impassable terrain is enough to make a corner inaccessible, while in the second if there is just one tile of passable terrain you can plant a flag there. For me it is intuitive, i don't think it would be for most people. EDIT: huh, i opened the editor to check, and was surprised that swamp is impassable and lava dead. i would have bet on the opposite. I also was surprised to see than in build 18 there were no such tags. Edited: 2015-12-01, 00:31
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kaputtnik |
Posted at: 2015-12-01, 07:04
I would vote for one of this two with a tend to "unreachable" We need a decision about the trees on wasteland mountain. See this post for example images. GunChleoc prefers to have more different trees on them because it fits better with the trees on normal terrain (the second picture). I would prefer to have less different trees on them (first image). So the votes are 1 : 1 Edited: 2015-12-01, 07:07
Fight simulator for Widelands: |
king_of_nowhere Topic Opener |
Posted at: 2015-12-01, 08:16
I'd vote second picture. a subalpine climate is different from the climate of the plain, and the different trees reflect that. Top Quote |
GunChleoc |
Posted at: 2015-12-01, 09:39
+1 for "unreachable". I think the genetics reference requires too much knowledge - just imagine a young kid who hasn't covered genetics in school yet trying to make a map. The kid won't understand.
Yep, I also tried to check Build18 to see what he had before - I think I added the tags sometime to make it easier for map designers to understand the terrain properties. There was nobody around at the time to design icons. Edited: 2015-12-01, 09:41
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