Stomping ground

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Re: Stomping ground

Postby jorb » Thu Feb 01, 2018 1:15 pm

Have considered this before, but I'm not sure we have any good way of implementing it.
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Re: Stomping ground

Postby shubla » Thu Feb 01, 2018 5:19 pm

jorb wrote:Have considered this before, but I'm not sure we have any good way of implementing it.

Could be just a counter that each tile has that increases when player walks over the tile and decreases over the time until its 0. If its more than some certain treshold, the tile would change into stomped tile.
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Re: Stomping ground

Postby loftar » Thu Feb 01, 2018 5:37 pm

"A counter that each tile has" is not a trivial addition, RAM-wise.
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Re: Stomping ground

Postby Ysh » Thu Feb 01, 2018 5:54 pm

loftar wrote:"A counter that each tile has" is not a trivial addition, RAM-wise.

What if this thing just happen along roadsign. If road is use with enough frequent per time unit, then some tile between road sign become stomped.
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Re: Stomping ground

Postby Granger » Thu Feb 01, 2018 6:35 pm

loftar wrote:"A counter that each tile has" is not a trivial addition, RAM-wise.

According to what you wrote here I would say that ~10GB more for the map shouldn't make that a big of a difference.
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Re: Stomping ground

Postby loftar » Thu Feb 01, 2018 6:43 pm

Granger wrote:According to what you wrote here I would say that ~10GB more for the map shouldn't make that a big of a difference.

That's perhaps one thing, but it's another thing when it's 10 GB for each such mechanic added. Also I was speaking about disk usage in the linked post, not RAM usage.
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Re: Stomping ground

Postby Granger » Thu Feb 01, 2018 6:48 pm

loftar wrote:That's perhaps one thing, but it's another thing when it's 10 GB for each such mechanic added.

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Re: Stomping ground

Postby loftar » Thu Feb 01, 2018 6:48 pm

To be sure, I'm not saying it cannot be done, I was just saying I didn't want to do it in that particular way.
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Re: Stomping ground

Postby synaris » Thu Feb 01, 2018 6:49 pm

how about if an area remains unloaded for a long period of time? how hard is that on the disk/ram?
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Re: Stomping ground

Postby Luanes » Fri Feb 02, 2018 5:49 am

What if you use the decay hits for it too? Each time you step on the floor you mark as "stepped", when the decays hit the ground it would increase the "Stomping level" by a chance ( like 70% increase the stomp level, 25% keep, 5% recover) . Make 3- 4 levels to effectively stomp the ground?
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