Retirement4Rugs

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Re: Retirement4Rugs

Postby jorb » Sun Jul 26, 2009 9:24 pm

Hamel wrote:Frankly, I'd like to see a large gate that didn't have a key, and could only be opened from the inside using a winch.


This was actually our first idea as well, and I think it's great! The only problem is that it isn't exactly trivial to define which side is the "inside" of the gate. I doubt that it can be reasonably done using any "natural" algorithm, at the very least that algorithm would have to be fairly complex. One could of course imagine the player defining an "inside" in one way or another, but I think the key system has several advantages over that. Relative simplicity, for one. Also, it isn't entirely unreasonable for a gate to have a lock of one type or another, regardless of design.
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Re: Retirement4Rugs

Postby Potjeh » Sun Jul 26, 2009 9:35 pm

Perhaps the winch would be a separately placed object, requiring a resource of it's own? So a player could decide from which side he wants to open the gate. Sure, most of the time you want to keep things out, but sometimes you want to keep some things in *cue cheesy horror flick music*
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Re: Retirement4Rugs

Postby TempestReborne » Sun Jul 26, 2009 9:36 pm

jorb wrote:
Hamel wrote:Frankly, I'd like to see a large gate that didn't have a key, and could only be opened from the inside using a winch.


This was actually our first idea as well, and I think it's great! The only problem is that it isn't exactly trivial to define which side is the "inside" of the gate. I doubt that it can be reasonably done using any "natural" algorithm, at the very least that algorithm would have to be fairly complex. One could of course imagine the player defining an "inside" in one way or another, but I think the key system has several advantages over that. Relative simplicity, for one. Also, it isn't entirely unreasonable for a gate to have a lock of one type or another, regardless of design.


Would it be possible to maybe make the winch a separate game world object that the player places?

I'm sure it would be a lot of work to write entirely new classes to control that interaction (two objects, one unique link, proximity requirement, and synchronization) but it would mean that you would already have the code written to help with other more complicated or robust interactions like that later on.
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Re: Retirement4Rugs

Postby Malicus » Sun Jul 26, 2009 9:37 pm

There is also the problem of motivating someone to actually operate the winch for you when you want to enter and leave.
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Re: Retirement4Rugs

Postby jorb » Sun Jul 26, 2009 9:48 pm

DF style winches that could be arbitrarily connected to a gate would solve the problem, now that I think of it. That would actually be neat.
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Re: Retirement4Rugs

Postby Delamore » Sun Jul 26, 2009 9:54 pm

jorb wrote:DF style winches that could be arbitrarily connected to a gate would solve the problem, now that I think of it. That would actually be neat.

With the code in place to connect objects, it would also allow for alot more "logic gate" style interaction between objects.
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Re: Retirement4Rugs

Postby Potjeh » Sun Jul 26, 2009 9:58 pm

Hell yeah! That'd be a great use for valuables when you get too rich to spend them - build a mechanical dungeon, stash some steel at the end of it, and let people brave the traps for your amusement.
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Re: Retirement4Rugs

Postby sami1337 » Sun Jul 26, 2009 10:29 pm

Delamore wrote:
jorb wrote:DF style winches that could be arbitrarily connected to a gate would solve the problem, now that I think of it. That would actually be neat.

With the code in place to connect objects, it would also allow for alot more "logic gate" style interaction between objects.


Binary counter with gates. That's what you're saying right? :P I wonder if it should go as far as using one "switch" for multiple doors. Probably not.
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Re: Retirement4Rugs

Postby TempestReborne » Sun Jul 26, 2009 10:46 pm

Potjeh wrote:Hell yeah! That'd be a great use for valuables when you get too rich to spend them - build a mechanical dungeon, stash some steel at the end of it, and let people brave the traps for your amusement.


Now we just need a creature taming skill (based off of Charisma, of course!) to allow you to lead groups of angry bears into your dungeon, to be released should the dungeoneer pull the wrong switch.


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Re: Retirement4Rugs

Postby tp1212 » Mon Jul 27, 2009 10:41 am

And now the scales have tilted again...
I dint even get to enjoy the industry dominance as I got around to actual mining at about the same time as silk got added :cry: .
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