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 30469 times)

but he is developing one that makes him a developer
Cool then i am one too :D

you should make more likely to spawn lake tiles next to existing lake tiles to create larger bodies of water, also a way to fill in lakes to get rid of unwanted tiles

also multitasking, you shouldn't have to wait out the mining progress you should be able to just make it mine and move onto other tiles

You should make it generate more than one row of woodlands and make the further ones fade in to black and then replace the blue background with black to create a sort of fog of war effect. And maybe generate other than just forest.
1. I was afraid of using this at the risk of lakes that are bigger than they should be. But meh, I suppose that just happens when using formulas like that.

2. I want to make it so you have to keep clicking to make progress on a tile instead of just clicking it once and waiting for it to do it's business. Perhaps this could apply to only specific tiles?

3. I could just make the background of the game black and draw a full field of forest tiles, and then use a darkness variable that's added to based on the distance it has in between an already explored tile and itself, and if the darkness variable makes the tile fully black, I'll just not draw it to reduce lag.

The same should go for anything drawn on screen though.

Regarding point 3
I'm not sure if whatever you're using supports this or not. But a fragment shader would do this quite nicely and very quickly.
Keep in mind though using frag shaders will restrict the system requirements to not-old-as-forget gfx cards. But will be faster depending on if/how you optimize your idea.

Regarding point 3
I'm not sure if whatever you're using supports this or not. But a fragment shader would do this quite nicely and very quickly.
Keep in mind though using frag shaders will restrict the system requirements to not-old-as-forget gfx cards. But will be faster depending on if/how you optimize your idea.
I'll just use a variable in between 0 and 1 and then multiply that by 255 and use the command (darkness is d) love.graphics.setColor(d*255,d*255,d*255,255)

or I could just do love.graphics.setColor(255,255,255,d*255) since the background would be black so transparency would work as well.

Point being you're making this sound harder than it really is :P

EDIT: http://forum.blockland.us/index.php?topic=167085.0 <-- is the kind of thing I was talking about except there would be multiple static light sources for each tile discovered instead of you having to use your mouse as a flashlight.

I'll just use a variable in between 0 and 1 and then multiply that by 255 and use the command (darkness is d) love.graphics.setColor(d*255,d*255,d*255,255)

or I could just do love.graphics.setColor(255,255,255,d*255) since the background would be black so transparency would work as well.

Point being you're making this sound harder than it really is :P

EDIT: http://forum.blockland.us/index.php?topic=167085.0 <-- is the kind of thing I was talking about except there would be multiple static light sources for each tile discovered instead of you having to use your mouse as a flashlight.
That wasn't my intention, I'm just pitching ideas and alternatives.
A frag shader will do exactly what you just said, except it will run explicitly on the graphics card on a per-pixel/per-object basis.

1. I was afraid of using this at the risk of lakes that are bigger than they should be. But meh, I suppose that just happens when using formulas like that.

Maybe some check to see how large ammount of water tiles are connected to each other and at some point when the ammount is high enough decrease the chance of any additional tiles spawning

2. I want to make it so you have to keep clicking to make progress on a tile instead of just clicking it once and waiting for it to do it's business. Perhaps this could apply to only specific tiles?

I can't really see how having to keep clicking would be fun, sounds more tiresome

or I could just do love.graphics.setColor(255,255,255,d*255) since the background would be black so transparency would work as well.

I don't think you'd need to have the entire screen uncovered just a few rows of trees, adding one more when one is uncovered and this transparency multiplier sounds just what I thought of
« Last Edit: August 25, 2011, 01:59:52 AM by Anybody »

When'll you livestream :c

That wasn't my intention, I'm just pitching ideas and alternatives.
A frag shader will do exactly what you just said, except it will run explicitly on the graphics card on a per-pixel/per-object basis.
I'd much rather run it on a per-block basis to keep the game's blocky feel.
Maybe some check to see how large ammount of water tiles are connected to each other and at some point when the ammount is high enough decrease the chance of any additional tiles spawning
Seems a little hard but I might try.

Otherwise I'll just let the game do whatever it wants.
I can't really see how having to keep clicking would be fun, sounds more tiresome
So is building a civilization. XD
When'll you livestream :c
Probably later today if I still wanna implement the ideas I had yesterday in School.

Not gonna list them here to prevent spoilers. :3


I've been messing around with Love2d, and I'm working on a little space exploration game. This inspired me.
 :cookie:

The game is awesome, by the way.

I've been messing around with Love2d, and I'm working on a little space exploration game. This inspired me.
 :cookie:

The game is awesome, by the way.
thanks bro <3

You should make individual tiles larger like 4 current tiles.

This is great, however Lua will get you nowhere.

This is great, however Lua will get you nowhere.

 What would you, O' greatone suggest?

What would you, O' greatone suggest?
Java, Anybody can do it.