by Peter » Tue Nov 24, 2009 8:31 pm
I was thinking that having the bridge be an internal cell or world or whatever the terminology is would be pretty awesome.
Then from the outside it would be a passable graphic (perhaps the term "walkable" is more appropriate, because we know that Jorb's art is always better than merely passable) of a nice arched, covered bridge, and inside it would be a simple floor arching up.
It would certainly give the illusion of working properly, though a major problem would be getting carts to pass through the doors- for most buildings that's obviously impossible, but the whole point of bridges would be a permanent way to cross rivers with carts. I don't think it's insurmountable to make carts cross bridges, though.
For balance reasons, such internal bridge areas may have to do decay and have darkness like an external area, but I'm not sure. I say this because otherwise we can be pretty sure that people will end up building them just for storage space.
More difficult than that would be that you'd need at least eight large art elements- a left and right facing bridge exterior and interior, and a short and long version of each for various sized rivers.
Alternatively, there could be six parts to each bridge: a leftward facing bridge beginning, middle, and end, and a rightward facing set. For long bridges, it could have two or three middle parts. Oh, and you'd need a way to design these bridges- though this is getting so complex they might as well implement the whole architecture thing, which I don't think is planned for some time if ever.
A whole separate problem is preventing bridge spam- there's no easy way to do this, since while you don't want more than one bridge crossing the same river on the same screen, you still want to have a bridge from one shore to an island and from that island to the other shore, even if the bridges are only a tile or two apart. Though I hate to say it, pathfinding may be the best solution here. It would simply check to see if it could find a way from one end of the bridge under construction to the other, including by pathing through other bridges nearby. If there is a way around that's less than a thousand tiles long or something, you can't place the bridge.
Combine that with having the bridge require some expensive skill to prevent really determined griefers from trying to crash the server with pathing spam, and there you go. Though even that isn't essential, since you can have the pather run with really low priority for ten or twenty seconds while the character is "surveying" or something.
Surprise.