Poll

What should I add next?

Worker Huts
9 (9.5%)
Hospitals
4 (4.2%)
Jails
4 (4.2%)
Warehouses
4 (4.2%)
Re-implement Farms and Crops
11 (11.6%)
Make the new graphics selectable without editing the .love file.
6 (6.3%)
Village Upgrades (Or upgrades in general)
15 (15.8%)
AI
39 (41.1%)
Other (State your idea in a post)
3 (3.2%)

Total Members Voted: 95

Author Topic: IsoLand - An Isometric Civilization-style Game (abandoned)  (Read 30306 times)

Advise for me then?
What should i use?
PNG you moron.

PNG you moron.
Hey.

PNG was all you needed to say.

Making that Mine2D thing back at the 2D Minecraft thread helps me to better organize my tiles, hopefully speeding up the game and reducing filesize, if that even matters since the biggest script in here is 12 KB to my memory, but yeah, it'll be a lot less painful for me to script :3
« Last Edit: May 14, 2011, 02:04:15 PM by Kingdaro »

King, do you need any help with scripting this? :o
It's very fun. I mean, it obviously needs more of a challenge, but it's fun.

King, do you need any help with scripting this? :o
It's very fun. I mean, it obviously needs more of a challenge, but it's fun.
I usually do most if not all of the scripting myself, but if anything comes up I'll be sure to say so.

I usually do most if not all of the scripting myself, but if anything comes up I'll be sure to say so.
Alrighty!

forget, hit a snag.

The new way I plan to organize the tiles is through a table of tables, like I did with Mine2D. Problem with this is, you can't have a negative position in the table, meaning you would only be able to go one way with exploration. Seems like the only other option is to make pre-generated islands. After all, an infinite body of land with small lakes in it does seem a tad unrealistic.

I'll have a demo of what I'm thinking of in a little bit, and if you need further explanation, feel free to ask.

Also, I really don't see the point of elevation anymore. It was a cool concept at first, but I'm just not so sure about it now. :/

Do land in chunks. Write a simple algorithm that generates 8x8/16x16/32x32 chunks, each chunk being a table, all block types being linked to meta tables stored inside the chunk tables, and all chunk tables being given an X,Y ID

With a bit of math you could also make the terrain generate in each chunk to properly match adjacent chunks, and you could also give water blocks an increased chance of being placed adjacent to other water blocks, same for land. Thus theoretically producing oceans and land masses.
Or with even more work you could do some fancy Perlin Noise maps like Minecraft does.
You can also output each chunk table to plain text and make save files.

Note: Not sure how much of this can actually be done in Lua, haven't touched the language in months, I'm just pitching ideas.

That would be even harder to code than the first and current system, so I'll be using that as a last resort if this doesn't go well, but I'm sure I could make it work.

... I really don't see the point of elevation anymore.
Water falls or something? This could also deal in with your thinking about random lakes. Rather than these lakes being scattered around, maybe have a few adjacent to each other. That was one of my main thoughts when elevations were mentioned in the topic.

I'm also curious to why it keeps doing this at random moments. Mostly after inactivity though, but it can still happen while I'm playing.

That should be fixed after the next release.


deserved bump right there.
(bump)

Similar to Notch's castle game

Similar to Notch's castle game
Nice trolling you're doing there.

Seem really nice :D

Will it have multi-player or are you aiming for a real time CIV?