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An Interesting Idea I Had in Regards to Movement
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Author:  Fat Zombie [ Thu Nov 10, 2005 9:24 pm ]
Post subject:  An Interesting Idea I Had in Regards to Movement

I have a suggestion. I'm not a programmer, so what i'm suggeting is either impossible or unfeasible, probably both. Now...

We all know there's a bit of a problem with movement. That in, if you try to move on the ground, it sinks from under you and you fall into a hole which is impossible to dig yourself out from. Now, my idea it to keep the deformable surfaces (which are hilariously fun), but to have something beneath them. Specifically, polygons, which cover the area of the surfaces. Here is a picture to give a sort of concept view:

Image

The idea is. that the polygons allow smooth movement for the players (I thought it should only apply for the player characters), BUT, if the polygons are landed on/hit with a fast enough speed, they allow the player to pasws through them and interact with the ground in the usual way. Then, the polygons would "update" to reflect that there's now a large crater in the ground.
Different types of ground would have different strengths; the normal earth would be walkable, but quite easy to "deform". Whereas the harder red earth would take more speed/force to deform, the rock would be very hard to deform, and the concrete almost impossible to deform. (Deforming is taking place by the player characters hitting the ground) Sand wouldn't have a polygon, as it's quite weak in the first place.

As for other objects, they still have the same effect as before, and the damage incurred by these also updates the polygons.

So... is this as mind-bendingly crap as I thought? Would it be possible? Make the game slow down to a treacle-based-pace?

Talk to me here.

Author:  Asssd [ Fri Nov 11, 2005 9:27 am ]
Post subject: 

the game already kind of works like that it has bands of soils of diferent hardness and a contour file for each one. to stop your charecter sinking you could just change the hardness values (i think theres a hardness value) in the materials file

Author:  asssd [ Fri Nov 11, 2005 9:28 am ]
Post subject: 

sorry it is the impulse force that you need to change

Author:  Guest [ Fri Nov 11, 2005 9:34 pm ]
Post subject: 

Oh. Really? Would that make it harder to damage with firearms? And would that solve the problem with walking up hills?

Author:  assd [ Sat Nov 12, 2005 1:15 am ]
Post subject: 

unless you increase the sharpness of the weapon rounds they will be less efdective on the terrain

Author:  Data [ Sat Nov 12, 2005 1:28 am ]
Post subject: 

FatZ: I like the way that you think about the problem. The movement/locomotion problem is the first to be addressed after the allegro port is done. I literally threw together the walking code over two years ago, without that much tweaking... I'm confident that I can make it work way way better by overhauling it and tweaking it a lot more.

The goal is to keep the dynamic animation of both walking and climbing and at the same time making it completely non-frustrating to do (not getting stuck etc).

I believe it can be done without changing the way the terrain works right now, and just changing the way the actor push and limb code works.

Author:  Fat Zombie [ Sat Nov 12, 2005 2:42 pm ]
Post subject: 

Cool. Like I said, it was just an idea I had. I don't know whether it could work or not.

Good Luck on porting the game, by the way. Could you give a sort of percentage to how much is donE?

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