[project1dev] Re: civilians and townsfolk

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 27 Jul 2010 15:16:01 -0700

yeah either way sounds good to me too

On Tue, Jul 27, 2010 at 3:02 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> I was thinking about builders myself. I agree that they should head out from
> the starting spawn and return there when they are done. I will begin
> implementing some form of this shortly =)
>
> Maybe we could have the villagers run out of their house when it blows up.
> Trolls could then eat them if they are close by. Seems minor but could make
> a good touch. I am perfectly fine with out that as well.
>
> On Tue, Jul 27, 2010 at 1:46 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>> Heya Kent (:
>>
>> So i know we are probably going to want builders that go from the main
>> temple (tile index 0 or 1, i forget which is the first tile hehe) to
>> their destination building then they build there.
>>
>> That seems like it ought to be pretty straightforward and that we just
>> have them path from tile index 0 to the location of the house they
>> want to go to.
>>
>> Right now they will path straight through buildings but i'm working on
>> fixing that so you could ignore that problem for now (:
>>
>> Besides the builder, was there other population that you think we
>> need?  Like do you want random people walking around the town and
>> stuff?  What did you have in mind?
>>
>> On Mon, Jul 26, 2010 at 9:54 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> > I have been thinking about implementing population next. Any thoughts on
>> > how
>> > I should go about doing this?
>> >
>> > On Sun, May 23, 2010 at 11:04 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> > wrote:
>> >>
>> >> No not yet, i will later (i wanna get some town building stuff done
>> >> first)
>> >> or you can if you want to (:
>> >>
>> >> On Sun, May 23, 2010 at 11:02 AM, Kent Petersen <kentkmp@xxxxxxxxx>
>> >> wrote:
>> >>>
>> >>> Excellent plan. It covers my previous concerns.
>> >>>
>> >>> I agree that you should not have to wait on builders if they die. The
>> >>> builder should respawn immediately.
>> >>>
>> >>> Did you add this to the wiki?
>> >>>
>> >>> On Sun, May 23, 2010 at 10:51 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> >>> wrote:
>> >>>>
>> >>>> How about this for building construction, working in some stuff we
>> >>>> talked about previously...
>> >>>>
>> >>>> Based on your population, you have so many active builders.  I think
>> >>>> you
>> >>>> should gain builders faster at the beginning of growing your
>> >>>> population and
>> >>>> gain them slower towards the end.
>> >>>>
>> >>>> Anyhow, each builder would be perpetually working.  When he was
>> >>>> finished
>> >>>> with one building, hed go to where ever the next building was needed
>> >>>> and
>> >>>> start there.  I think you are right though that we are going to need
>> >>>> to keep
>> >>>> track of current population not just by how many houses you have, but
>> >>>> also
>> >>>> how many people are in those houses.  I dont think we have to keep
>> >>>> track for
>> >>>> each house, but we can know that we have houses enough for 100 people
>> >>>> and
>> >>>> that we only have 90 people currently.  90 is the current real
>> >>>> population.
>> >>>> When someone dies, it just subtracts 1 from the 90.  When bats attack
>> >>>> a
>> >>>> house, they pull out a person so long as population > 0 and if that
>> >>>> person
>> >>>> dies it subtracts 1 from the 90.   That is odd because if you had 1
>> >>>> person
>> >>>> left and 20 buildings, no matter which building the bat attacked it
>> >>>> would
>> >>>> take your 1 guy.  We can chalk it up to the bat knowing that your guy
>> >>>> was in
>> >>>> there, otherwise he wouldnt have attacked that house hehe.
>> >>>>
>> >>>> Anyways back to building... Each tile supports 27 people total with
>> >>>> level 1 building technology.
>> >>>>
>> >>>> Our current map has about 20 tiles on it and represents 1/4th of the
>> >>>> map, but probably represents 1/3 of the total buildable area of the
>> >>>> full
>> >>>> area of level 1.
>> >>>>
>> >>>> So let's say we have 60 tiles with 27 people per tile, that comes to
>> >>>> 1620 people in this first level.  Our builder table might be
>> >>>> something
>> >>>> like...
>> >>>>
>> >>>> 0 Tiles (0 population) = 1 builder
>> >>>> 2 Tiles (54 population) = 2 builders
>> >>>> 6 tiles (162 population) = 3 builders
>> >>>> etc
>> >>>>
>> >>>> we'd have to play with the numbers to make sure there wasn't time
>> >>>> when
>> >>>> you were waiting just way too long for the low # of builders you have
>> >>>> to
>> >>>> build new houses and grow population.
>> >>>>
>> >>>> other stuff im thinking..
>> >>>>
>> >>>> #1 - if a builder dies, you lose a person from your population, but
>> >>>> you
>> >>>> instantly get another builder.  We dont have to keep track of "oh
>> >>>> they have
>> >>>> the potential for 5 builders but 2 of them are dead".  It may be more
>> >>>> realistic to do it that way, but it complicates things and i dont
>> >>>> think it
>> >>>> would really add anything worth while to the game play.
>> >>>>
>> >>>> #2 - when a new house is built, you instantly gain the population
>> >>>> that
>> >>>> lives inside that house.  So if you built a house that holds 12
>> >>>> people, you
>> >>>> instantly get 12 to your population.
>> >>>>
>> >>>> But yeah, i think you are right, i think we are going to have to keep
>> >>>> track of current population, not just calculate it based on how many
>> >>>> houses
>> >>>> you have.
>> >>>>
>> >>>> On Sun, May 23, 2010 at 10:06 AM, Kent Petersen <kentkmp@xxxxxxxxx>
>> >>>> wrote:
>> >>>>>
>> >>>>> I was thinking each house could have a possible occupancy. Let's say
>> >>>>> 3.
>> >>>>> Then as the population goes up the house population would go 1/3,
>> >>>>> then 2/3,
>> >>>>> then 3/3, then new house so 1 & 1/3, 1 & 2/3, etc
>> >>>>>
>> >>>>> How were you thinking about having bats take people?
>> >>>>>
>> >>>>> We could have civilians only do stuff as a scripted event. I think
>> >>>>> we
>> >>>>> need to talk more about what causes building construction. How is it
>> >>>>> going
>> >>>>> to work from a player playing point of view?
>> >>>>>
>> >>>>> On Sat, May 22, 2010 at 3:57 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> >>>>> wrote:
>> >>>>>>
>> >>>>>> good question.
>> >>>>>>
>> >>>>>> in the original game they didnt actually wander around out on the
>> >>>>>> map
>> >>>>>> unless it was a scripted event
>> >>>>>>
>> >>>>>> One thing i wonder about is if we have the # of houses be what
>> >>>>>> decides
>> >>>>>> what your population is, what happens when a wandering citizen gets
>> >>>>>> killed?
>> >>>>>> Would you not lose any population?  Or would we have to keep track
>> >>>>>> of
>> >>>>>> population in a more complicated way?
>> >>>>>>
>> >>>>>> Im not real sure what we should do, what do you think?
>> >>>>>>
>> >>>>>> On Sat, May 22, 2010 at 3:48 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>> >>>>>> wrote:
>> >>>>>>>
>> >>>>>>> We are going to have them wander around the map right?
>> >>>>>>>
>> >>>>>>> What should civilians be able to do? Just wander around? How do
>> >>>>>>> they
>> >>>>>>> spawn?
>> >>>>>>>
>> >>>>>>> What would civilians do when they are not building houses. How do
>> >>>>>>> you
>> >>>>>>> want the civilian house interaction to work?
>> >>>>>>>
>> >>>>>>> I was thinking the main building could produce them. You could
>> >>>>>>> have a
>> >>>>>>> certain amount of civilians out depending on the amount of
>> >>>>>>> buildings you
>> >>>>>>> have. Civilians could automatically flock to the area being
>> >>>>>>> constructed.
>> >>>>>>>
>> >>>>>>>  What were you thinking?
>> >>>>>>>
>> >>>>>>>
>> >>>>>>
>> >>>>>
>> >>>>
>> >>>
>> >>
>> >
>> >
>>
>> Project 1 Dev mailing list
>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
>> Project 1 website: http://project1.demofox.org
>> Project 1 SVN repository: http://pyotek.com/project1
>
>

=============================Project 1 Dev mailing list
to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
Project 1 website: http://project1.demofox.org
Project 1 SVN repository: http://pyotek.com/project1

Other related posts: