Watery Towns

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Watery Towns

Postby loftar » Thu Aug 13, 2009 2:14 pm

sabinati wrote:it would be cool to be able to dig holes. dig a bunch of holes in a line and you have a trench. build a trench that connects to a river or a lake and you have a canal. build a canal around your city and you have a moat.

I agree emphatically that this would be very, very cool. It's just very unclear how it would lend itself to implementation. Given a map of this size -- and particularly of the size to come -- I cannot very well do continuous terrain calculations to make sure that canals are being continually refilled by live water sources and such things.
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Re: Watery Towns

Postby sabinati » Thu Aug 13, 2009 2:32 pm

hmmm. not sure how to get around that one.
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Re: Watery Towns

Postby sabinati » Thu Aug 13, 2009 3:14 pm

wouldn't the check only need to be made when a hole is dug? if a hole is dug next to water, the hole would fill up with water. when it fills up it checks for adjacent holes.
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Re: Watery Towns

Postby jorb » Thu Aug 13, 2009 4:55 pm

sabinati wrote:wouldn't the check only need to be made when a hole is dug? if a hole is dug next to water, the hole would fill up with water. when it fills up it checks for adjacent holes.


What happens if someone chokes off the river at a place higher upstream? What is even up or downstream? Fluid logic isn't entirely trivial.
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Re: Watery Towns

Postby Potjeh » Thu Aug 13, 2009 5:56 pm

Back to OP, I think there actually needs to be a way to construct walkable terrain on water. By this I mainly mean piers. If we don't get those, shipping will be very restricted as we'll have to stick to natural harbours (which I think won't be that plentiful). And if someone decides to build a cabin on a pier, I don't see why it shouldn't work. Stone buildings would be a bit of a stretch, though.
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Re: Watery Towns

Postby sabinati » Thu Aug 13, 2009 6:42 pm

jorb wrote:
sabinati wrote:wouldn't the check only need to be made when a hole is dug? if a hole is dug next to water, the hole would fill up with water. when it fills up it checks for adjacent holes.


What happens if someone chokes off the river at a place higher upstream? What is even up or downstream? Fluid logic isn't entirely trivial.


what, you mean like a dam? or if someone built a canal, filled it with water and then closed it off? i'm not sure i follow you here. one could dig a small offshoot of a river or lake and then disconnect it, the water would still remain it would just be a separate body of water i.e. a pond or a moat.
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Re: Watery Towns

Postby Jackard » Thu Aug 13, 2009 8:29 pm

jorb wrote:
sabinati wrote:wouldn't the check only need to be made when a hole is dug? if a hole is dug next to water, the hole would fill up with water. when it fills up it checks for adjacent holes.

What happens if someone chokes off the river at a place higher upstream? What is even up or downstream? Fluid logic isn't entirely trivial.

the water isnt going to go away...
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Re: Watery Towns

Postby jorb » Fri Aug 14, 2009 4:43 pm

Jackard wrote:
jorb wrote:
sabinati wrote:wouldn't the check only need to be made when a hole is dug? if a hole is dug next to water, the hole would fill up with water. when it fills up it checks for adjacent holes.

What happens if someone chokes off the river at a place higher upstream? What is even up or downstream? Fluid logic isn't entirely trivial.

the water isnt going to go away...


Which is exactly my problem. Essentially, a small pond could be dug out into an ocean if there wasn't a decent handling of fluid logic which, in turn, is far from trivial to implement.

Edit: Don't get me wrong. It'd be cool as fuck, but I doubt it can be done well without more work than I care to put into it atm.
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Re: Watery Towns

Postby sabinati » Fri Aug 14, 2009 5:12 pm

oh i think i get what you're saying. just make the stamina drain ridiculous so it could only be done a very small amount at a time and we can all pretend it filled up with rain or that the water table is really high.
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