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  Vangard  (Read 160335 times)
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Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #90 - Posted 2015-10-22 21:00:19 »

In a good way, I hope!

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #91 - Posted 2015-10-23 10:42:32 »

Put together a list of things to get done for the first tech demo, in order of importance:

ManufactureItemBehavior - new simplified behavior
skills - load from career files
refactor#37 - load all characters from career files
spawning - smarter spawning that respects town planning
experience - tweak experience levels
leveling - add simple AI for leveling up, add UI for player controlled leveling up
trader - implement trader career
smith - implement smith career
hunter - implement hunter career
servant - implement servant career
eating - fix eating behavior
alehouse - add alehouse model
feasting - add evening feasts at alehouse
temple - add temple model
cottage - add cottage model
longhouse - add longhouse model
hall - add hall model
combat - integrate combat code; make wild predators hostile
hoards - place initial hoards and guardians on map
tree/rock/frill geometry batching - integrate and benchmark batching code (not dependent on graphics lib)
javafx migration - 'cause I want to use JavaFX
full screen mode - obviously
test/resolution issues - text will be too small on screens with high DPI; make font sizing proportional
Radial menu - add some demo code

Realistically, this will take me a while Sad

Not in the demo:

Finishing town planning
Entering buildings
Lands of the alfar and giants/goblins (alternate planes of reality)
goblin strongholds
politics, intrigue and warfare (I have some simulations already)
magic system
dialogue
social interactions (chess, gambling, wrestling, song, poetry)
building construction and settlement establishment
etc Sad

Offline ShadedVertex
« Reply #92 - Posted 2015-10-24 09:08:34 »

Put together a list of things to get done for the first tech demo, in order of importance:

ManufactureItemBehavior - new simplified behavior
skills - load from career files
refactor#37 - load all characters from career files
spawning - smarter spawning that respects town planning
experience - tweak experience levels
leveling - add simple AI for leveling up, add UI for player controlled leveling up
trader - implement trader career
smith - implement smith career
hunter - implement hunter career
servant - implement servant career
eating - fix eating behavior
alehouse - add alehouse model
feasting - add evening feasts at alehouse
temple - add temple model
cottage - add cottage model
longhouse - add longhouse model
hall - add hall model
combat - integrate combat code; make wild predators hostile
hoards - place initial hoards and guardians on map
tree/rock/frill geometry batching - integrate and benchmark batching code (not dependent on graphics lib)
javafx migration - 'cause I want to use JavaFX
full screen mode - obviously
test/resolution issues - text will be too small on screens with high DPI; make font sizing proportional
Radial menu - add some demo code

Realistically, this will take me a while Sad

Not in the demo:

Finishing town planning
Entering buildings
Lands of the alfar and giants/goblins (alternate planes of reality)
goblin strongholds
politics, intrigue and warfare (I have some simulations already)
magic system
dialogue
social interactions (chess, gambling, wrestling, song, poetry)
building construction and settlement establishment
etc Sad

You're gonna love JavaFX. It's way better than Swing Cheesy

Also, that's crazy. That is crazy. How are you going to create a game on that large a scale? It's a virtually impossible feat to accomplish on one's own without giving up, don't you think? A magic system, social interactions between villagers and such...it'll take another year at least.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #93 - Posted 2015-10-24 13:33:16 »

I'm estimating 2 years at least. But finishing is not a major goal; I just like working on this project.

Also, I do not think of this as a very large project - I prefer to think of it as a large number of small projects Smiley

Offline SwampChicken
« Reply #94 - Posted 2015-10-26 06:24:49 »

Sometimes building a game *is* the game.
Offline J0
« Reply #95 - Posted 2015-10-26 10:09:05 »

That is crazy.
Aren't we all a little crazy right when we start thinking about making making games our job?

Offline ShadedVertex
« Reply #96 - Posted 2015-10-26 11:28:57 »

That's a very good point.
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #97 - Posted 2015-10-26 23:20:10 »

I simplified some behaviors and of course everything broke. It turns out I switched on equipment logic and forgot to give anyone their tools. The poor little things were running in circles helplessly.

Offline EliwoodL

Junior Devvie


Medals: 3
Exp: 8 years



« Reply #98 - Posted 2015-10-27 00:51:08 »

I'm curious as to how you're going about the entities.  Is it an entity system?  Or are you using inheritance / composition?  Whatever it is, it seems very, very cool!
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #99 - Posted 2015-10-27 06:58:22 »

There is a single Entity class. Each instance of Entity holds a list of Property objects, where a property could be a behavior or an attribute. For example, trees do not have any behaviors normally, but there is no reason I couldn't give a powerful ancient tree all the properties of a druid (except GotoBehavior of course).

All properties store their working data in a common map stored on the entity, so saving the entities to file should be very simple when I get round to that - just write out the map and write out the list of property IDs. (I have some legacy properties that still store their data locally, got to spend an evening fixing that....)

To avoid looking up properties repeatedly from a map or set, I also have a class that hardwires direct references to the most important (mostly) common properties. It should make the code execute a bit faster (I haven't tested that), but it sure makes coding easier.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #100 - Posted 2015-11-01 00:31:40 »

It's only a little thing, but Vangardians are cashing in their XPs and levelling up!

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Unn Thorhallasdottir: leveling up from level 3
Sveidi Erlendsson: leveling up from level 3
Thorrir Ragnarsson: leveling up from level 3
Rannveig Gerdasdottir: leveling up from level 4
Thorrir Einarsson: leveling up from level 4
Nor Frostisson: leveling up from level 3
Alof Audsdottir: leveling up from level 3
Bergthora Rannveigsdottir: leveling up from level 3
Hundi Norsson: leveling up from level 4
Ragnhild Bergthorasdottir: leveling up from level 3
Asgerd Thorhildsdottir: leveling up from level 3
Rannveig Thorgerdsdottir: leveling up from level 3


Also, the player entity has a career and a skill list too:


Offline ShadedVertex
« Reply #101 - Posted 2015-11-01 02:11:38 »

The...the names are really long. And exceptionally difficult to pronounce.
Offline J0
« Reply #102 - Posted 2015-11-01 08:38:51 »

The...the names are really long. And exceptionally difficult to pronounce.
Haha I know that struggle I'm currently coding a game set in Scotland! Grin

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #103 - Posted 2015-11-01 15:54:39 »

The names are authentic and not that bad: Unn, Thorrir, Alof... The second name is just their patronymic name. You just take the first name of the parent and add -sson for a male child and -sdottir for a female.

I haven't added honorifics to the naming system yet. The vikings were very creative with these:

Harald Greycloak
Eirik Blood-Axe
Mord Kettle
Thorolf Buttered-Bread
Gizur the White

... And so on.

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #104 - Posted 2015-11-01 22:04:59 »

On the other hand, ShadedVertex may have a point, I have been reading Icelandic sagas for decades and while their crazy names may be charming to me it may be a jaw-breaker for others. Normally the game would just use the person's first name, like Hallgerd, and only use the full name for disambiguation. I might prune the more difficult names from the name lists...

Offline ShadedVertex
« Reply #105 - Posted 2015-11-02 01:06:56 »

@ags1 I find the names a bit of a mouthful to pronounce, though. I mean, if people want to discuss the game and they feel like talking about a particular NPC or something, they'd want a name a little less ... painful ... to pronounce  Tongue
Offline Springrbua
« Reply #106 - Posted 2015-11-02 07:06:13 »

The names might be hard to pronounce, but i think they fit the game, as they are real names. I wouldn't change or remove to many of them...
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #107 - Posted 2015-11-02 11:33:54 »

Agreed. We can't have vikings called Larry or Bob.

I don't think the names are any worse than the Tolkienesque names that get slapped on elves in RPGs Smiley

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #108 - Posted 2015-11-06 11:18:22 »

I've been sidetracked for a bit with worries about persistence. I've ignored this till now but the code base is getting large enough that it would be a pain to add support for saving and loading much further down the line. Also I want to write out a dump of all game state at any instant for debugging purposes.

At the suggestion of princec I am using a simple reflection-based serialization. I may change down the line to a more robust solution like Kryo.

Offline ClaasJG

JGO Coder


Medals: 43



« Reply #109 - Posted 2015-11-06 12:45:22 »

I wouldn't go for Kryo but probably for a human readable format.
A.e.: https://github.com/EsotericSoftware/yamlbeans

Or even simpler json: https://github.com/EsotericSoftware/jsonbeans

-ClaasJG

My english has to be tweaked. Please show me my mistakes.
Offline streak324

Junior Newbie





« Reply #110 - Posted 2015-11-06 16:25:13 »

I have read in many articles that vector based images can be very slow to render. How did you manage to not cause any serious lag on all those vector graphics being drawn to the game?
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #111 - Posted 2015-11-06 16:45:05 »

@streak324, my graphics are very very simple. And only ~1% of the world is drawn at the widest zoom, and even then many objects or parts of objects are culled by LOD.

@ClassJG, the first version will be to write human-readable TreeML, but down the line I will change to a binary or compressed format to reduce file size.


Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #112 - Posted 2015-11-09 22:31:49 »

Ho hum, there's more to this serialization malarcky than I recalled! Anyways, it's taking shape.

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i : com.c.a.vangard.critters.Entity
   type : Human
   behaviors : com.c.a.vangard.critters.Behaviors
      property : com.c.a.vangard.critters.behavior.NoBehavior
         decisionExpires : -81
         priority : 0
         suspendUntil : 0.0
      property : com.c.a.vangard.critters.behavior.GoToBehavior
         target : -3046054898442482813
         decisionExpires : -236
         priority : 7
         suspendUntil : 0.0
      property : com.c.a.vangard.critters.behavior.SleepBehavior
         nest : -3046054898442482813
         wakeUpAt : 0.0
         decisionExpires : 968
         priority : 7
         suspendUntil : 0.0
      property : com.c.a.vangard.critters.behavior.BodyUpkeepBehavior
         decisionExpires : 1000
         priority : -1
         suspendUntil : 0.0
      property : com.c.a.vangard.critters.behavior.PickUpBehavior
         decisionExpires : 1000
         priority : -1
         suspendUntil : 0.0
      property : com.c.a.vangard.critters.behavior.LevelUpBehavior
         decisionExpires : 1000
         priority : -1
         suspendUntil : 0.0
      property : com.c.a.vangard.critters.behavior.GuardBehavior
         guardChieftain : false
         changeGuardTime : 80192340.0
         onNightShift : false
         decisionExpires : 1000
         priority : -1
         suspendUntil : 0.0
      property : com.c.a.vangard.critters.behavior.TrainingBehavior
         decisionExpires : 1000
         priority : -1
         suspendUntil : 108001980.0
      property : com.c.a.vangard.critters.behavior.CollectWagesBehavior
         decisionExpires : 1000
         priority : -1
         suspendUntil : 108061380.0
...

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #113 - Posted 2015-11-10 11:57:19 »

Playing with territorial control as well. I have a relatively simple formula to determine which areas are owned by whom.


______________________________+aaaaaaaaa+_______________________________________+bbbbbbbbb+_________
_____________________________+aaaaaAaaaaa+_____________________________________+bbbbbBbbbbb+________
_____________________________+aaaAAAAAaaa+_____________________________________+bbbBBBBBbbb+________
____________________________+aaaAAAAAAAaaa+___________________________________+bbbBBBBBBBbbb+_______
____________________________+aaaAAAAAAAaaa+___________________________________+bbbBBBBBBBbbb+_______
____________________________+aaAAAAAAAAAaa+___________________________________+bbBBBBBBBBBbb+_______
__________________________+++aaaAAAAAAAaaa+___________________________________+bbbBBBBBBBbbb+_______
__________________________+++aaaAAAAAAAaaa+___________________________________+bbbBBBBBBBbbb+_______
_______________________+++++++aaAAAAAAAaa+_____________________________________+bbbBBBBBbbb+++++++__
_____________________++aaaaa+aaaAAAAAAAaa+___+_________________________________+bbbbbBbbbbbb+bbbbb++
____________________+aaaaaaaaaaaAAAAAAAaa+++++__________________________________+bbbbbbbbbbbbbbbbbbb
___________________+aaaaaAaaaaaaAAAAAAAaa+++++__________________________________+++bbbbb+bbbbbbBbbbb
___________________+aaaAAAAAAAAAAAAAAAAaa+++++__________________________________++++++++++bbbBBBBBbb
__________________+aaaAAAAAAAAAAAAAAAAAaaa++++__________________________________++++++__+bbbBBBBBBBb
__________________+aaaAAAAAAAAAAAAAAAAAaaa++++__________________________________+++++++_+bbbBBBBBBBb
__________________+aaAAAAAAAAAAAAAAAAAAAaa++++_________________________________++++++++++bbBBBBBBBBB
__________++++++__+aaaAAAAAAAAAAAAAAAAAaaa++++____________________________________+++++++bbbBBBBBBBb
__________++++++__+aaaAAAAAAAAAAAAAAAAAaaa++++____________________________________+++++++bbbBBBBBBBb
___+++++__++++++++++aaaAAAAAAAAAAAAAAAAaa+++++++_________________________+++++___+++++++++bbBBBBBBBb
_++aaaaa+++++aaaaa+aaaaaaAaaaaaaAAAAAAAaaa+aaaaa++_____________________++bbbbb++_+++++++++bbBBBBBBBb
+aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaAAAAAAAaaaaaaaaaaa+___________________+bbbbbbbbb++++++++++bbBBBBBBBb
aaaaaAaaaaaaaaaAaaaaaa+aaaaa+aaaAAAAAAAaaaaaaAaaaaa+_________________+bbbbbBbbbbb+++++++++bbBBBBBBBb
aaaAAAAAAAAAAAAAAAaaa+++++++++aaAAAAAAAAAAAAAAAAaaa+_________________+bbbBBBBBbbb+++++++++bbBBBBBBBb
aaAAAAAAAAAAAAAAAAAaaa+++++++aaaAAAAAAAAAAAAAAAAAaaa+_______________+bbbBBBBBBBbbb+++++++bbbBBBBBBBb
aaAAAAAAAAAAAAAAAAAaaa+++++++aaaAAAAAAAAAAAAAAAAAaaa+_______________+bbbBBBBBBBbbb+++++++bbbBBBBBBBb
aAAAAAAAAAAAAAAAAAAAaa+++++++aaAAAAAAAAAAAAAAAAAAAaa+_______________+bbBBBBBBBBBbb+++++++bbBBBBBBBBB
aaAAAAAAAAAAAAAAAAAaaa+++++++aaaAAAAAAAAAAAAAAAAAaaa+_______________+bbbBBBBBBBbbb+_____+bbbBBBBBBBb
aaAAAAAAAAAAAAAAAAAaaa+++++++aaaAAAAAAAAAAAAAAAAAaaa+_______________+bbbBBBBBBBbbb+_____+bbbBBBBBBBb
aaAAAAAAAAAAAAAAAAAaa+++++++++aaaAAAAAAAAAAAAAAAAaa+_+++++___________+bbbBBBBBbbb+_______+bbbBBBBBbb
aaAAAAAAAaaaAAAAAAAaaa+aaaaa+aaaaaaAaaaaaaAAAAAAAaa_+bbbbb++_________+bbbbbBbbbbb+___+___+bbbbbBbbbb
aaAAAAAAAaaaAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaAAAAAAAaabbbbbbbbb+_________+bbbbbbbbb+++++++++++bbbbbbbbb
aaAAAAAAAaaaAAAAAAAaaaaaaAaaaaaa+aaaaa+aaaAAAAAAAa+bbbbBbbbbb+______+++++bbbbb+++++++++++++++bbbbb++
aaAAAAAAAAAAAAAAAAAAAAAAAAAAaaa+++++++++aaAAAAAAAaabbBBBBBbbb+____+++++__+++++++++++++++++++++++++__
aaAAAAAAAAAAAAAAAAAAAAAAAAAAAaaa+++++++aaaAAAAAAAaabBBBBBBBbbb+__++++++_____++++++++++++++++++++____
aaAAAAAAAAAAAAAAAAAAAAAAAAAAAaaa+++++++aaaAAAAAAAaabBBBBBBBbbb+_+++++++_____++++++++++++++++++++____
aAAAAAAAAAAAAAAAAAAAAAAAAAAAAAaa+++++++aaAAAAAAAAaabBBBBBBBBbb++++++++++____++++++++++++++++++++____
aaAAAAAAAAAAAAAAAAAAAAAAAAAAAaaa+++++++aaaAAAAAAAaabBBBBBBBbbb+_+++++++_____++++++++++++++++++++____
aaAAAAAAAAAAAAAAAAAAAAAAAAAAAaaa+++++++aaaAAAAAAAaabBBBBBBBbbb+__++++++_____++++++++++++++++++++____
aaAAAAAAAAAAAAAAAAAAAAAAAAAAAaa+++++++++aaAAAAAAAaabbBBBBBbbb+____+++++__+++++++++++++++++++++++++__
aaAAAAAAAaaaaaaAaaaaaaAAAAAAAaa+++++++++aaAAAAAAAa+bbbbBbbbbb+______+++++bbbbb+++++bbbbb+++++bbbbb++
aaAAAAAAAaaaaaaaaaaaaaAAAAAAAaa+++++++++aaAAAAAAAaabbbbbbbbb+_________+bbbbbbbbbbbbbbbbbbbbbbbbbbbbb
aaAAAAAAAaaa+aaaaa+aaaAAAAAAAaa+++++++++aaAAAAAAAaa_+bbbbb++_________+bbbbbBbbbbbbbbbBbbbbbbbbbBbbbb
aaAAAAAAAaa+++++++++aaAAAAAAAaa+++++++++aaAAAAAAAaa+_+++++___________+bbbBBBBBBBBBBBBBBBBBBBBBBBBBbb
aaAAAAAAAaaa+++++++aaaAAAAAAAaaa+++++++aaaAAAAAAAaaa+_______________+bbbBBBBBBBBBBBBBBBBBBBBBBBBBBBb
aaAAAAAAAaaa+++++++aaaAAAAAAAaaa+++++++aaaAAAAAAAaaa+_______________+bbbBBBBBBBBBBBBBBBBBBBBBBBBBBBb
aAAAAAAAAAaa+++++++aaAAAAAAAAAaa+++++++aaAAAAAAAAAaa+_______________+bbBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
aaAAAAAAAaaa+_____+aaaAAAAAAAaaa+_____+aaaAAAAAAAaaa+_______________+bbbBBBBBBBBBBBBBBBBBBBBBBBBBBBb
aaAAAAAAAaaa+_____+aaaAAAAAAAaaa+_____+aaaAAAAAAAaaa+_______________+bbbBBBBBBBBBBBBBBBBBBBBBBBBBBBb
aaaAAAAAaaa+_+++++_+aaaAAAAAaaa+_______+aaaAAAAAaaa+___________+++++_+bbbBBBBBBBBBBBBBBBBBBBBBBBBBbb
aaaaaAaaaaa_+ddddd+_aaaaaaaaaaa+_______+aaaaaaaaaaa+_________++ccccc+_bbbbbbbbbbbbbbbBbbbbbbbbbBbbbb
+aaaaaaaaa_dddddddddd+aaaaaaa+___________+aaaaaaa+__________+cccccccccc+bbbbbbb+bbbbbbbbbbbbbbbbbbbb
_++aaaaa+_dddddDddddddddddddddd+_______+ddddddddddd+_______+cccccCccccccccccccccc_+bbbbb++_++bbbbb++
___+++++_+dddDDDDDDDDDDDDDDDddd+_______+dddDDDDDddd+_______+cccCCCCCCCCCCCCCCCccc+_+++++_____+++++__
________+dddDDDDDDDDDDDDDDDDDddd+_____+dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCccc+_________________
________+dddDDDDDDDDDDDDDDDDDddd+_____+dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCccc+_________________
________+ddDDDDDDDDDDDDDDDDDDDdd+_____+ddDDDDDDDDDdd+_____+ccCCCCCCCCCCCCCCCCCCCcc+_________________
________+dddDDDDDDDDDDDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCccc++++______________
________+dddDDDDDDDDDDDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCccc+++++_____________
_________+dddDDDDDDDDDDDDDDDDdd+++++++++ddDDDDDDDdd+_______+ccCCCCCCCCCCCCCCCCCcc+++++++_____+++++__
_________+dddddDddddddDDDDDDDdd+++++++++ddDDDDDDDdd+_______+ccCCCCCCCcccCCCCCCCcc++++++++__++ccccc++
__________+dddddddddddDDDDDDDdd+++++++++ddDDDDDDDdd_________ccCCCCCCCcccCCCCCCCcc++++++++++ccccccccc
__________+++ddddd+dddDDDDDDDdd+++++++++ddDDDDDDDdd+_______+ccCCCCCCCcccCCCCCCCcc+++++++++cccccCcccc
__________++++++++++ddDDDDDDDdd+++++++++ddDDDDDDDdd+_______+ccCCCCCCCCCCCCCCCCCcc+++++++++cccCCCCCcc
__________+++++++++dddDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCccc+++++++cccCCCCCCCc
__________+++++++++dddDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCccc+++++++cccCCCCCCCc
_________++++++++++ddDDDDDDDDDdd+++++++ddDDDDDDDDDdd+_____+ccCCCCCCCCCCCCCCCCCCCcc+++++++ccCCCCCCCCC
________________+++dddDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCccc+++++++cccCCCCCCCc
________________+++dddDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCccc+++++++cccCCCCCCCc
___+++++________++++dddDDDDDddd+++++++++ddDDDDDDDdd+_______+cccCCCCCCCCCCCCCCCCcc+++++++++cccCCCCCcc
_++ddddd++_____+++++dddddDddddd+++++++++ddDDDDDDDdd+_______+cccccCccccccCCCCCCCccc+ccccc+ccccccCcccc
+ddddddddd+++++++++++ddddddddd++++++++++ddDDDDDDDdd_________+cccccccccccCCCCCCCccccccccccccccccccccc
dddddDddddd+++++__+++++ddddd++++++++++++ddDDDDDDDdd+_________++ccccc+cccCCCCCCCccccccCcccccc+ccccc++
dddDDDDDddd+++++++++++++++++__++++++++++ddDDDDDDDdd+___________+++++++ccCCCCCCCCCCCCCCCCccc+++++++__
ddDDDDDDDddd++++++++++++++____+++++++++dddDDDDDDDddd+_____________+++cccCCCCCCCCCCCCCCCCCccc++++____
ddDDDDDDDddd++++++++++++++____+++++++++dddDDDDDDDddd+_____________+++cccCCCCCCCCCCCCCCCCCccc++++____
dDDDDDDDDDdd++++++++++++++___++++++++++ddDDDDDDDDDdd+_____________+++ccCCCCCCCCCCCCCCCCCCCcc++++____
ddDDDDDDDddd+_++++++++++++____+++++++++dddDDDDDDDddd+_____________+++cccCCCCCCCCCCCCCCCCCccc++++____
ddDDDDDDDddd+__+++++++++++____+++++++++dddDDDDDDDddd+_____________+++cccCCCCCCCCCCCCCCCCCccc++++____
dddDDDDDddd+++++++++++++++++__++++++++++ddDDDDDDDdd+___________+++++++ccCCCCCCCCCCCCCCCCCcc+++++++__
dddddDdddddd+ddddd+++++ddddd++++++++++++ddDDDDDDDdd+_________++ccccc+cccCCCCCCCcccCCCCCCCccc+ccccc++
+ddddddddddddddddddddddddddddd++++++++++ddDDDDDDDdd_________+cccccccccccCCCCCCCcccCCCCCCCccccccccccc
_++ddddd+ddddddDdddddddddDddddd+++++++++ddDDDDDDDdd+_______+cccccCccccccCCCCCCCcccCCCCCCCccccccCcccc
___+++++++dddDDDDDDDDDDDDDDDddd+++++++++ddDDDDDDDdd+_______+cccCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCcc
______+++dddDDDDDDDDDDDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCc
______+++dddDDDDDDDDDDDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCc
______+++ddDDDDDDDDDDDDDDDDDDDdd+++++++ddDDDDDDDDDdd+_____+ccCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
______+++dddDDDDDDDDDDDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCc
______+++dddDDDDDDDDDDDDDDDDDddd+++++++dddDDDDDDDddd+_____+cccCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCc
___+++++++ddDDDDDDDDDDDDDDDDDdd+++++++++ddDDDDDDDdd+_+++++++ccCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCc
_++ddddd+dddDDDDDDDdddDDDDDDDddd+ddddd+dddDDDDDDDdd_+ccccc+cccCCCCCCCccccccCcccccccccCccccccCCCCCCCc
+dddddddddddDDDDDDDdddDDDDDDDdddddddddddddDDDDDDDddcccccccccccCCCCCCCcccccccccccccccccccccccCCCCCCCc
dddddDddddddDDDDDDDdddDDDDDDDddddddDddddddDDDDDDDd+ccccCccccccCCCCCCCccc+ccccc+++++ccccc+cccCCCCCCCc
dddDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDdcccCCCCCCCCCCCCCCCCcc+++++++++++++++++++ccCCCCCCCc
ddDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDdccCCCCCCCCCCCCCCCCCccc+++++++++++++++++cccCCCCCCCc
ddDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDdccCCCCCCCCCCCCCCCCCccc+++++++++++++++++cccCCCCCCCc
dDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDdccCCCCCCCCCCCCCCCCCCcc+++++++++++++++++ccCCCCCCCCC
ddDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDdccCCCCCCCCCCCCCCCCCccc+_______________+cccCCCCCCCc
ddDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDdccCCCCCCCCCCCCCCCCCccc+_______________+cccCCCCCCCc
dddDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDddcccCCCCCCCCCCCCCCCccc+_________________+cccCCCCCcc
dddddDdddddddddDdddddddddDdddddddddDdddddddddDdddd+ccccCcccccccccCccccc+_________________+cccccCcccc

Offline Springrbua
« Reply #114 - Posted 2015-11-10 15:00:57 »

I guess a "A" means, that this part is controlled by "A", the "a" means it is controlled by "A", but not that save and "_" means that this part is neutral right?
But what does the "+" mean?
Offline ags1

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« Reply #115 - Posted 2015-11-10 20:08:03 »

The + is for the tiny little "a" or "b" I don't have Smiley You can normally infer from context which nation it belongs to. Each character represents one hectare of territory.

You're right about the A, a and + representing levels of control. It represents which laws apply where, how much tax the lord can extract, how 'wild' the areas are and so on.

Offline Springrbua
« Reply #116 - Posted 2015-11-11 07:11:46 »

So for every "+", you need to search for neighbour territories and look, how many adjacent territories each nation has right?
Offline ags1

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« Reply #117 - Posted 2015-11-11 10:55:07 »

Yeah, I'm just visualising the formula. In game there will be be a coloured map.

Offline Springrbua
« Reply #118 - Posted 2015-11-11 13:08:58 »

Ah okay, so In-Game you need to calculate the territories (including the "+"es) only once and cache them then using a color.

Quote
It represents which laws apply where, how much tax the lord can extract, how 'wild' the areas are and so on.
Does the level of control also affect taxes and laws or are the lower levels of control only not that save?
Offline ags1

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« Reply #119 - Posted 2015-11-11 23:42:18 »

Actually I think I will calculate the map one line per logic frame, at sunrise and sunset. There are many factors that influence the map so it is pretty dynamic, but no need to do all that thinking all in the space of one logic frame. So the whole map will update in the course of three seconds every twelve minutes (assuming the game is running at x1 speed).

I think I will cheat and also use this map as a guide to placing wild creatures. They will spawn in the less controlled areas and migrate away from areas with strong human influence.

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