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Water worlds

#1 2017-10-27 01:33:16
Water worlds are worlds were buildings are built on platforms are land that is raised using land terraforming button it should be in decorations so instead of water you get land. Also water worlds provides food buy fish farms and ores by Rigs that mine Oil ,Gold or Ore roads or made on land like normal or on raised platforms. Also add new products can be only made from ocean worlds .
#2 2017-10-27 03:01:08
Would definitely be interesting.
#3 2017-10-27 05:35:03
I've already sugested that to bastecklein and seem interested But need new work on the code for the graphic engine . On my wall you can find some graphic proposal about.
#4 2017-10-27 05:44:33
Waterworld
#5 2017-10-27 12:39:20
I like the thought of the challenge being you have to ether build roads to build on.
or build roads that connect to the buildings.
.
with rovers equipped with a choice of floats, submarines or wheels
#6 2017-10-27 14:05:08
I like the idea but it needs developing. Jova, nice graphics but I think bast will continue to use his graphics for human colonies if this is going to be a world type for humans. He may use some of your graphics for new buildings though.

Second, I think that they idea of building roads as if on land would be cheesy. We need to make them look legitimate, like bridges or something.

Redsamuri, you need to come up with a game progression strategy and list out the costs of everything. The more detailed your idea becomes, the higher the possibility of it being put in the game. Make sure to list out the costs and production/consumption stats and images for any new buildings that you incorporate in your idea.
#7 2017-10-27 17:44:35
Amorphus said:I like the idea but it needs developing. Jova, nice graphics but I think bast will continue to use his graphics for human colonies if this is going to be a world type for humans. He may use some of your graphics for new buildings though. ................... cut .


the graphic was a proposal for a new human faction related with the waterworld and the image was only an idea to develope (floating roads and floating buildable platforms etc ... anphibius rovers, ships ... ) 🙂
#8 2017-10-27 17:52:26
the graphic was a proposal for a new human faction related with the waterworld and the image was only an idea to develope (floating roads and floating buildable platforms etc ... anphibius rovers, ships ... ) 🙂[/quote]

gotcha. You know, I have an idea. Instead of trying to raise the atmosphere on this planet to create earthlike conditions, I wonder if bast could add a sea level element. Then, you add buildings that can raise and lower the sea level, but it would only apply for certain planets. As you raise and lower the sea level, you'll start to see it receding from or spreading on the map. This would require each tile to have an elevation value that the sea level must pass before that tile turns into water. Not only that, but bast would have to write an algorithm that makes mountains and islands instead of just giving each tile a random elevation. I've written an algorithm like this before a long time ago. I'll include what I know here.
Edited by Amorphus on 2017-10-27 17:54:00
#9 2017-10-27 18:54:50
Okay, so here is my algorithm for what I call "grid multi-layering." I will not be writing in code since it has been a very long time since I've done this, but I will write it in layman terms. Bast may already know how to do this as well, but here goes:

Okay, so first we make all tiles/cells in the grid have 0 elevation. Next we want to create a loop that runs through every tile in the grid and randomly selects tiles to be the tops of mountains. you will want a random generator for that and set it to only sekect a few of these tiles. So if your grid consists of 100 tiles, you give the random generator a 5/100 chance of selecting a specific tile for being a mountain top, which means that when you run the generator, you should have about 5 mountain tops on the whole grid(give or take a few). Give those tiles a elevation of 5 million or whatever amount bast comes up with. We will be catering this algorithm to the mega mc map though. so you'll want to make the chance ratio about 10-20/90,301

Then create a loop that runs through the grid and grabs all 0 elevation tiles diagonal and adjacent to all tiles with an elevation of 5 million. Give these a 95% change of getting an elevation of 4.9 million.

Then make a third loop that grabs all the 0 elevation tiles next to and diagonal from the 4.9 mil elevation tiles and gives them a 90% chance of getting 4.8 mil elevation.

Make a fourth loop that grabs all 0 elevation tiles around the 4.8 mil tiles and give them an 85% chance of being set to 4.7 mil.

Continue making loops until you get down to giving tiles a 50%(10 loops) chance of having their elevation reset from 0. Then, use a 50% chance on the next 10 loops. use a 25% chance on the 10 after that, then ten loops with a 10% chance, and then a final ten loops with 5% chance. And that's it, you've reached 0 elevation.

Next you will want to make a loop that selects all remaining tiles with 0 elevation and gives them a random elevation between 0-75k. This is to roughen up the texture of the flat land around the mountains. you will also want to shade each cell texture based on elevation in order to indicate to the player if what they are building is about to be flooded or if they have plenty of sea level to raise before their stuff is in danger. In the case of the waterworld, buildings will be unaffected no matter if their tile changes from water to land to water several times, but let's make that the only world where buildings aren't destroyed when water touches one of their tiles..

This particular algorithm will only generate round-ish mountains/islands with organic and natural-ish shaped edges. You could also easily use this technique to draw rivers and valleys. This is a good way to get organic looking mountains/islands without having to manually set the elevation of each tile so that every game has the same mountains every time. Albeit you will have to create 50 loops in order to do this, but at least you get a great result.

In addition, you may be able to do this with just five or even less loops using some incremental variables that change the elevation to look for, the chance of reseting the elevation, and the elevation to set a tile that beats the odds to.

Most of those who read this will probably not understand a word I just said, but bast will understand since he's a programmer. Again, these numbers are not oficial, they can be adjusted for each map size to preference, I was only using them as an example.
Edited by Amorphus on 2017-10-27 19:14:11
#10 2017-10-27 19:14:47
Still, those graphics are beautiful, even more impressive for 'just' an idea :-)
Main colony:
human - Eldia: 0tThkRFL
human - Gondwana: MQGtwWQR
insectoids - Deinonychus: fQ3oqKnA

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