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#1 2019-11-20 01:19:36

pein
Member
Registered: 2018-03-31
Posts: 4,337

Jason, a good feature to implement, you already got the code for

I was seeing a picture of the road from the trailer when we talked about it in discord, then I thought I replace the sprite for it

zcMxPDt.png

Looks decent but the issue is that only can be placed horizontally or vertically
Then I realized you already did this with the fences that they auto-align based on their neighbours, so shouldn't be hard to implement for roads

Now first I made the sprites with the edges, and it's not the worst but obviously it's not seemless all 4 direction, can be made seamless horizontally or vertically only and the junctions should be different

S5ZJtSO.png

With double lines I counted 14 layers and wasn't even perfect, I guess it doesn't need that many, it can be turned around.
But we don't need double lines since they mean you can't cross another side, and striped lines mean you can cross so it's really no reason for it since we don't collide
Also the double lines got a lot of weird intersections when only 2 roads join the outer line should continue and the inner is cut a bit, then all this mirrored based on where it goes, then 3 way road would be cut for one side then continuous on other which is  way too complex for me to imagine how many sprites it really needs.

With 3 normal seamless tiles and a strip in the middle we could get a normal road which orientates horizontally or vertically, then the junction just a cross shape(with single line half of the strip is deleted so it's really just 4 visible/invisible sprite parts)
There are some special cases, unlike fences. Roads could be built circularly or used as floor but those are rarely used and not useful so doesn't really matter how that looks. There is the diagonal roads which would look separate anyway but for start would be good 3 different road tiles.

fnBHDtI.png

FQVSLE3.png

Also, since we are so far apart, we were discussing the roads, and how boring and hard to make a long line. And can't really spend so much time on them if the map gets reset, and we would need more roads, also flat rocks are used for graves and making a 200 tile road empties all the nearby biomes, now even some of them locked.

One idea was that oil could have a side product while processed: asphalt. Each oil processed would add some asphalt, which could be put in a road making machine to make long road sections. Similarly, that rails can make 6 tiles, each asphalt could make multiple roads, I'm thinking about like 300 ish per oil well, not sure how much oil is that. Maybe 4 extra big pulleys on a car and attach an asphalt tank, it can only go straight.

The other thing is how useless cars are, so using the above problem with this, what about nerfing cars that they can only go on premade roads, but they don't require constant kerosene. We had discussions about it, I think the best idea would be to have no time-based kerosene usage, but a distance-based usage, so you can stop and start again and only would use one kerosene per 1000 tiles or so. Not sure on the correct number, I would prefer to be high since kerosene for water gives a lot, and kerosene for travel is hard to be justified.

Also a way to nerf the grain and a bit of realism, horses could eat some grain on a similar distance of travel (one bowl of grain per 500?), might need some grain storage that can be carried on horse cart, a simple horse would need to be stopped on savannahs and fed once in a while.

The current car mechanics could be kept, one issue is that people take it then lose it outside town. IF cars can't leave the road, they are harder to lose. Upgrading cars to land rovers would need extra big rubbers, a key and a horn/bell or both. The key would ensure that if you park, people won't steal it, the horn/bell could work as a bell tower with a smaller range that can be followed, bringing kerosene to carry back home.

Roads are an important part of human civilization. Even the Romans made long roads across Europe. Long-range travel and distribution could male tech feel like an advancement, not a step closer to demise.

Last edited by pein (2019-11-20 01:20:22)


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#2 2019-11-20 02:07:37

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: Jason, a good feature to implement, you already got the code for

Yes, I might use the auto-alignment stuff from property fences for more stuff.

Not sure about the seamless issue, though.  I'm pretty set on hand-drawing and scanning all the artwork in the game, and not tweaking in photoshop.

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#3 2019-11-20 02:54:59

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Jason, a good feature to implement, you already got the code for

if it's simple enough then one side can be seemingly seamless but blocks will do
just we got no diagonal walls but we got diagonal roads sometimes, maybe they could be little curves or overhanging from the tile
fJzMlH1.pngfnBHDtI.png
FQVSLE3.png


You should check out Substance designer, I run into It the other day, looks easy but still very complex also most AAA games use it for their textures. Photoshop got de-throned.


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

Offline

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