a multiplayer game of parenting and civilization building
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I think it would be really cool to have oceans. Especially if there were islands that are a different biome and the ability to build boats to visit the islands. Also, having an ocean would be an unlimited source of water that would make things too easy, so the water should be saltwater and you have to build a water distillation system to turn it into freshwater. I would love this, and I believe others would too. What does everyone think?
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I would enjoy building a fishing vessel that's for sure.
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I think there was an engine reason for why it couldn't happen which is a shame
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Maybe ponds instead?
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Maybe ponds instead?
Eh what? There are geese in those things and they suck.
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WumboJumbo wrote:Maybe ponds instead?
Eh what? There are geese in those things and they suck.
Actual ponds.
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RodneyC86 wrote:WumboJumbo wrote:Maybe ponds instead?
Eh what? There are geese in those things and they suck.
Actual ponds.
I think you mean a lake then
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WumboJumbo wrote:RodneyC86 wrote:Eh what? There are geese in those things and they suck.
Actual ponds.
I think you mean a lake then
I guess so.
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I'm just one guy. I decided long ago that oceans and waterways are beyond the scope of this game.
I agree that it would be cool, but it's easy to underestimate how much work it would take. The engine simply wasn't designed for it.
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Theoretically, would a biome where every tile had a 100% chance to spawn an invisible unwalkable object be possible?
The biome background would be the actual water texture, and this would result in unwalkable 'lakes' that serve no purpose except to look cool. Seeing them break up the map would make the map generation a bit more interesting, and having villages by a lake would look nice.
Of course people would start asking for some actual uses for this biome with time which would mean a ton more work.
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Oh, yeah, that part is easy Twisted!
In fact, I would do something pretty much like that if I ever moved to a finite map. There would be a "coast" around the central island with impassable terrain.
(In current engine, you can't control the density of objects manually, but that part is easy to change, even as simply as making an impassable biome).
The hard part, as you observe, is actually making the ocean interactive. Swimming and using boats to cross it, etc.
If it's just the edge of the map, that's one thing (could be a mountain or a bramble just as easily as water), but if it's a feature spread throughout the map, I think players would get frustrated by the lack of interaction.
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Nice thing about moving to a finite map would be that you could use square diamond, which tends to make a look nicer looking terrain than random blotches. And is there even a point to infinite map if Eve spawn location is limited to a finite area?
Last edited by Potjeh (2019-06-18 22:08:36)
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If it's just the edge of the map, that's one thing (could be a mountain or a bramble just as easily as water), but if it's a feature spread throughout the map, I think players would get frustrated by the lack of interaction.
Well, even without boats and movement it would be terrain that can be used to our advantage or disadvantage, like being a wall for our city. In strategy games at least it's always a benefit to know which direction the enemy will not come from.
And would it be hard to add fishing?
Could soil be more abundant near the shore? Or certain types of plants that need more water?
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nooo, it has so many drawbacks to gameplay, is impossible to test and adjust by sinlge person.
Factorio to this day has very unfair starting locations, due to the map generator nor caring for impassable terrain generation.
DontStarve has always had its issues with impassable terrain, usually shown as ocean, more recent vatiants of the game have sailboats and ferries and many smaller islands.
the general lesson here is, that any randomized/seeded mapgen with impassable terrain is automatically significantly less ballanced and less fair.
You will have more blitzkrieg-like or easily defended-fortress-like scenarios a la Termophilae, Hannibal, consantinople.
where ever passable terrain is funneling significantly, ranged strategies are overpowered.
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