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I just looked at a screenshot of the new Terrarium game (version 1.2), and noticed that there are stones on the playfield. Is this going to be a new feature of Terrarium 1.2?
Can't wait to play it!
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| MigrationUser 1 Tuesday, March 23, 2004 6:44 AM |
No, those are just cosmetic, part of the background tile graphics. We could add them, as additional pathfinding obstacles, but I don't believe they'll add anything beyond what a plant already does. Thoughts? |
| MigrationUser 1 Tuesday, March 23, 2004 12:54 PM |
Hmmm, I wasn't too interested at first, but I just came up with a way I could use it to my advantage. Nah... probably wouldn't make that much of an impact. Give the ability to crawl up on top of it and "hide" from other critters (of course would take a bit more energy to climb up, couldn't do anything while actually on the perch, etc...) and it might be interesting. |
| MigrationUser 1 Tuesday, March 23, 2004 4:04 PM |
Could be interesting. Once the code gets out to you guys, you can add that feature and many more! I'm trying to figure out the best way to have a community version of Terrarium so that there is a "primary" version that continues to evolve. |
| MigrationUser 1 Tuesday, March 23, 2004 4:11 PM |
Yes, I think it's a great addition to the game to have 'dead' objects around (like stones). You could hide behind them, so other animals can't see you when they do a Scan(). Problem with plants is that other animals still see you when you hide behind them.
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| MigrationUser 1 Wednesday, March 24, 2004 2:45 PM |
"Problem with plants is that other animals still see you when you hide behind them"
Actually you can hide behind plants (and other animals for that matter). The problem is that the algorithm that determines what you can see based on line of sight is rather "generous". It also generates situations where one organism can see another but not the other way around. Unfortunately, when this happens, the two are too far apart for the one that sees the other to use it to his advantage. I'd certainly be a fan of changing the algorithm so that it assumes your looking from your center cell, rather than spinning around looking from your edge (which the current algorithm attempts to approximate). |
| MigrationUser 1 Thursday, March 25, 2004 10:17 AM |
I have noticed from watching the game that plants do seem to really block seeing. Unfortunately this is not documented.
Can somebody reveal the internal scan techniques to the level that we could use it with more confidence (this would be even more important with introduction of obstacles)?
Thanks!
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| MigrationUser 1 Saturday, March 27, 2004 3:52 AM |
The main problem with stones, rivers, etc, is the dynamics, i guess. Questions: 1. How the obstacles are introduced and how do they disappear, if ever? 2. Is my part of ecosystem "editable" (like adding plants)? 3. With "level editor" won't the game be looking more like Qwake or Sokoban? 4. Without level editor - what are the rules? How dense/sparce it should/could be (this will affect creatures' strategy a lot)? what if I don't like my terrain? 5. Pushing/pulling stones and dead bodies? 6. Crossing rivers? Drinking from them :-)? Water animals?
cheers
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| MigrationUser 1 Saturday, March 27, 2004 4:06 AM |
How about hills. Just takes more energy to go up a hill and your speed will be less what it is on a flat surface. Makes path finding even harder still... |
| MigrationUser 1 Friday, May 21, 2004 11:33 AM |