[project1dev] Re: Project1 - SVN Update 824

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 27 Jun 2010 18:02:15 -0700

I like your idea. =)

On Sun, Jun 27, 2010 at 4:54 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> oh ok, #2 makes sense.
>
> for #1 i guess the "real" solution would be to have it do some A*
> pathfinding through the tiles to find the right path to build but that might
> be pretty complex.
>
> What do you think about having it build on the next unbuilt tile
> (neighboring a built tile) that is closest to the target?  That way if it
> followed a path that wouldnt get it there, as soon as it ran out of options
> it would try the next path automatically?
>
> what you think?  or do you have another plan in mind already?
>
>
> On Sun, Jun 27, 2010 at 4:50 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> 1) Currently it just goes straight to the spot selected. Y axis first X
>> axis second. If the pathing runs into an invalid tile though (aka a
>> mountain) the city will just stop growing instead of trying to find a way
>> around it. One solution that would make that run better would be to
>> alternate X and Y growth but it still wont solve the real problem.
>>
>> 2) By UI I mean there is no way to place a flag right now. The city growth
>> code had the location its growing toward hard coded in. I was thinking about
>> making it work like the lightning bolt but leave a flag model behind
>>
>>
>> On Sun, Jun 27, 2010 at 4:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> neato!
>>>
>>> what do you mean about navigating around invalid tiles?
>>>
>>> and the UI, do you mean the ui for in the world to show where they are
>>> building towards?
>>>
>>>
>>> On Sun, Jun 27, 2010 at 4:22 PM, Apache User <
>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>
>>>> User:korgath
>>>>
>>>> Message: --partially implemented directed building growth
>>>>
>>>> still needs the ui and it can't navigate around invalud tiles yet
>>>>
>>>> <Files Changed>
>>>> U   ActRaiser/Scripts/GameOverworld/Town.lua
>>>> U   ActRaiser/Scripts/config.lua
>>>>
>>>>
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>>>>
>>>
>>>
>>
>

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