Dynamic Animal Spawning

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

Dynamic Animal Spawning

Postby benburger » Fri Oct 28, 2011 1:40 am

Dynamic being the attention grabber.

x = nature/industry slider
y = barbarism/civilization slider
z = animal spawn chance (base)
f = animal spawn chance (final)

(x*-1)+(y*-1)+z=f
if f-z=20 the non-aggressive wildlife follows you around until one of them are attacked by you at which point they scatter.

in other words, the more nature oriented and barbaric you are, the higher chance you have of animals spawning near you. City-slickers are frowned upon by the flora (less chance or quantity of harvest), and with this equation the fauna also. A hippy party? Animals would flock to the scene.

Having full peaceful would make bears aggro radius be half as large, and full martial twice as big. Kind of like a competition, they sense a power to be reckoned with and want to eliminate it.

EDIT: Each tile would have a base animal spawn chance (like they already do) and each naturebarbarian in the tile would contribute their spawn bonus to the tile. By tile (I'm sure if it means what I think it means) i mean a 100x100 radius. People with opposite spectrums would just detract from the tiles spawn rate. I use gml, and it would work like this:

In collision with obj_PL
if other.contribute is not equal to 1
then
{
f += other.z
other.contribute = 1
}
and each time a new tile is encountered, obj_PL (local) contribute is reset to one, in that each tile has a unique ID which is compared with whether any player has contributed to it. Using this formula, it can stack indefinitely.

How's that?
Last edited by benburger on Fri Oct 28, 2011 2:47 am, edited 1 time in total.
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Re: Dynamic Animal Spawning

Postby ApocalypsePlease » Fri Oct 28, 2011 2:08 am

How would this work having one person at one end of the spectrum (highest possible chance of animal spawning) put with the exact opposite in an area? This over complicates things that don't need to be over complicated.
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Re: Dynamic Animal Spawning

Postby sabinati » Fri Oct 28, 2011 2:18 am

no
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Re: Dynamic Animal Spawning

Postby TheTylerLee » Fri Oct 28, 2011 2:25 am

sabinati wrote:no
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Re: Dynamic Animal Spawning

Postby Jackard » Fri Oct 28, 2011 2:46 am

benburger wrote:A hippy party? Animals would flock to the scene.

what

why
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Re: Dynamic Animal Spawning

Postby ImAwesome » Fri Oct 28, 2011 5:14 am

didn't I tell you in the other thread to go to a heath moor or grassland...animals are everywhere if you know where to look. if you don't want to leave your cozy little forest to find an animal, then stop complaining about not finding animals.
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Re: Dynamic Animal Spawning

Postby evilrich » Fri Oct 28, 2011 9:51 am

just.. no
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