Mythruna

Player's Corner => Gallery => Topic started by: pspeed on August 29, 2012, 04:09:02 PM



Title: Generated tunnels...
Post by: pspeed on August 29, 2012, 04:09:02 PM
Just a quick pic I took last night or the night before (can't remember) while I was exploring the latest batch of roads.

(http://i.imgur.com/5AytM.jpg)

And another one from an earlier run when tunnels were too common and often very long:
(http://i.imgur.com/nqZ74.jpg)

...though that one isn't bad... it used to be one of the shortest tunnels.  Now that is about the longest they go.


Title: Re: Generated tunnels...
Post by: pspeed on August 29, 2012, 04:09:35 PM
The second one is also before I added a separate entrance template with the rounded top.


Title: Re: Generated tunnels...
Post by: Andy on August 29, 2012, 05:29:06 PM
Wow it's getting more awesome each day!


Title: Re: Generated tunnels...
Post by: MISG on August 29, 2012, 05:47:20 PM
Very cool looks great!  Keep up the great work


Title: Re: Generated tunnels...
Post by: BenKenobiWan on August 29, 2012, 08:19:54 PM
Nice!!


Title: Re: Generated tunnels...
Post by: FutureB on August 29, 2012, 08:56:18 PM
looking good paul :]


Title: Re: Generated tunnels...
Post by: pspeed on August 29, 2012, 11:52:32 PM
Had an hour or so to play so added foot bridges to the road generator. http://i.imgur.com/8GSYi.jpg
(http://i.imgur.com/8GSYi.jpg)

Bridges are basically a modification of tunnels... instead of digging under ground, they try to smooth over valleys. 

This happened to be the only good looking bridge in the whole bunch, though... much tweaking left to do to keep the generator from putting them in strange places.   Normally for something like this, it's 2-3 hours to implement feature and then at least as much time to tweak the "rules"... half of which is spent walking around. 

Because of other constraints at home, I didn't have time for the "obsessing" part and the "implementing" part was quicker because it's just a repurposing of tunnels (by design).


Title: Re: Generated tunnels...
Post by: FutureB on August 30, 2012, 02:39:58 AM
good work paul the town/road/tunnels/bridges seems to be ziping by really fast, i cant wait to log into your server and be able to see all this myself hahaha


Title: Re: Generated tunnels...
Post by: caesar on August 30, 2012, 02:56:01 AM
very good work, looks amazing!
Especially the bridge looks very good!
I'm curious what the final ways/roads will look like :)


Title: Re: Generated tunnels...
Post by: pspeed on August 30, 2012, 05:06:05 AM
good work paul the town/road/tunnels/bridges seems to be ziping by really fast, i cant wait to log into your server and be able to see all this myself hahaha

It may be a while... and on the current server you'd probably have to walk a loooooong time to see anything new generated. :)


Title: Re: Generated tunnels...
Post by: BigredRm on August 30, 2012, 09:00:37 AM
Paul, So what is the plan when it comes to the server and big change updates? Since like the roads, bridges, tunnels, trees, buildings, etc. need to be generated.


Title: Re: Generated tunnels...
Post by: pspeed on August 30, 2012, 11:57:40 AM
Paul, So what is the plan when it comes to the server and big change updates? Since like the roads, bridges, tunnels, trees, buildings, etc. need to be generated.

I'll probably do like I did before with trees/caves and just delete the sections that have no block changes (or less than 2 or 3 blocks changed) so that they regenerate.  It leaves some of the world looking a little strange sometimes but I don't have too many options, either.


Title: Re: Generated tunnels...
Post by: Teknonick on August 30, 2012, 01:36:25 PM
Paul, So what is the plan when it comes to the server and big change updates? Since like the roads, bridges, tunnels, trees, buildings, etc. need to be generated.

I'll probably do like I did before with trees/caves and just delete the sections that have no block changes (or less than 2 or 3 blocks changed) so that they regenerate.  It leaves some of the world looking a little strange sometimes but I don't have too many options, either.
You could invent some way for it to 'update' the sections that do have blocks on them... Make it so it just leaves the player placed stiff alone? I don't know :S


Title: Re: Generated tunnels...
Post by: Michael on August 30, 2012, 02:12:38 PM
Ahh... this is sooo awesome.....

I cannot believe how good the game will, or SHOULD be...


Title: Re: Generated tunnels...
Post by: pspeed on August 30, 2012, 02:27:33 PM
Paul, So what is the plan when it comes to the server and big change updates? Since like the roads, bridges, tunnels, trees, buildings, etc. need to be generated.

I'll probably do like I did before with trees/caves and just delete the sections that have no block changes (or less than 2 or 3 blocks changed) so that they regenerate.  It leaves some of the world looking a little strange sometimes but I don't have too many options, either.
You could invent some way for it to 'update' the sections that do have blocks on them... Make it so it just leaves the player placed stiff alone? I don't know :S

I don't know what is player placed and what isn't in all cases.


Title: Re: Generated tunnels...
Post by: Teknonick on August 30, 2012, 02:38:51 PM
Paul, So what is the plan when it comes to the server and big change updates? Since like the roads, bridges, tunnels, trees, buildings, etc. need to be generated.

I'll probably do like I did before with trees/caves and just delete the sections that have no block changes (or less than 2 or 3 blocks changed) so that they regenerate.  It leaves some of the world looking a little strange sometimes but I don't have too many options, either.
You could invent some way for it to 'update' the sections that do have blocks on them... Make it so it just leaves the player placed stiff alone? I don't know :S

I don't know what is player placed and what isn't in all cases.
You could make it so when a player places a block, it saves it in a file or something? :S


Title: Re: Generated tunnels...
Post by: BenKenobiWan on August 30, 2012, 02:42:08 PM
I seem to remember Paul saying elsewhere that would be a huge amount of storage space. At least double what it is now I think.


Title: Re: Generated tunnels...
Post by: Teknonick on August 30, 2012, 02:46:59 PM
I seem to remember Paul saying elsewhere that would be a huge amount of storage space. At least double what it is now I think.
That is true... It would use up allot of storage to remember that sort of stuff.....


Title: Re: Generated tunnels...
Post by: pspeed on August 30, 2012, 02:48:04 PM
I seem to remember Paul saying elsewhere that would be a huge amount of storage space. At least double what it is now I think.
That is true... It would use up allot of storage to remember that sort of stuff.....

Way more than double the current world size... and while the world size has a theoretical maximum, storing every block that every player changes doesn't.


Title: Re: Generated tunnels...
Post by: Michael on August 31, 2012, 02:06:39 PM
I seem to remember Paul saying elsewhere that would be a huge amount of storage space. At least double what it is now I think.
That is true... It would use up allot of storage to remember that sort of stuff.....

Way more than double the current world size... and while the world size has a theoretical maximum, storing every block that every player changes doesn't.

Paul, not sure if this is on topic, but on the Leaf (Of coordinates) would it be easy for you to change the numbers counting by "1" than by counting by "32"?


Title: Re: Generated tunnels...
Post by: pspeed on August 31, 2012, 03:40:17 PM
I seem to remember Paul saying elsewhere that would be a huge amount of storage space. At least double what it is now I think.
That is true... It would use up allot of storage to remember that sort of stuff.....

Way more than double the current world size... and while the world size has a theoretical maximum, storing every block that every player changes doesn't.

Paul, not sure if this is on topic, but on the Leaf (Of coordinates) would it be easy for you to change the numbers counting by "1" than by counting by "32"?

A "leaf" is a 32x32x32 chunk of the world.  So that doesn't really make sense.  You have the actual coordinates just below it so I'm not sure what the point would be.


Title: Re: Generated tunnels...
Post by: Michael on September 01, 2012, 02:52:18 PM
I seem to remember Paul saying elsewhere that would be a huge amount of storage space. At least double what it is now I think.
That is true... It would use up allot of storage to remember that sort of stuff.....

Way more than double the current world size... and while the world size has a theoretical maximum, storing every block that every player changes doesn't.

Paul, not sure if this is on topic, but on the Leaf (Of coordinates) would it be easy for you to change the numbers counting by "1" than by counting by "32"?

A "leaf" is a 32x32x32 chunk of the world.  So that doesn't really make sense.  You have the actual coordinates just below it so I'm not sure what the point would be.

Oh.. didn't know that. its just that sometimes i will get lost - and i don't know what the right way is. so i have to wait a while going in one direction to find out if im going the right way xD

anyways i learned what a "Leaf" is, thats what counts.


Title: Re: Generated tunnels...
Post by: pspeed on September 01, 2012, 03:03:49 PM
I seem to remember Paul saying elsewhere that would be a huge amount of storage space. At least double what it is now I think.
That is true... It would use up allot of storage to remember that sort of stuff.....

Way more than double the current world size... and while the world size has a theoretical maximum, storing every block that every player changes doesn't.

Paul, not sure if this is on topic, but on the Leaf (Of coordinates) would it be easy for you to change the numbers counting by "1" than by counting by "32"?

A "leaf" is a 32x32x32 chunk of the world.  So that doesn't really make sense.  You have the actual coordinates just below it so I'm not sure what the point would be.

Oh.. didn't know that. its just that sometimes i will get lost - and i don't know what the right way is. so i have to wait a while going in one direction to find out if im going the right way xD

anyways i learned what a "Leaf" is, thats what counts.

You know your actual coordinates are right at the bottom underneath that.  They move instantly as soon as you start walking.  You can also look at what direction you are facing on the map.


Title: Re: Generated tunnels...
Post by: ahmadsal on September 11, 2012, 09:11:00 PM
Anyway, nice job. I think the tunnels need to be wider and darker and less carved within, but what you have now will work nicely. Tunnels are unimportant now but I think when mountains/valleys are generated, or if one needs to get underground minerals, tunnels would look amazing and be productive.


Title: Re: Generated tunnels...
Post by: pspeed on September 12, 2012, 06:27:34 AM
Anyway, nice job. I think the tunnels need to be wider and darker and less carved within, but what you have now will work nicely. Tunnels are unimportant now but I think when mountains/valleys are generated, or if one needs to get underground minerals, tunnels would look amazing and be productive.

There are already huge cave systems.  These are the tunnels that are part of the road.  They are specifically carved and built because it was cheaper to do so than to go around.  The bridges have a similar cost constraint, though bridges are a lot cheaper than tunnels.

These are also only for the larger roads.  Village-village paths would never make a tunnel and only extremely rarely make anything longer than a one span bridge.


Title: Re: Generated tunnels...
Post by: Michael on September 12, 2012, 02:49:39 PM
for the cave systems, may you make it kind of a "rare encounter"? please, because i do not like finding caves because say i play minecraft. if i run into something like a cave or a mineshaft, i just delete the world. because it's like "ruins the whole game".


Title: Re: Generated tunnels...
Post by: pspeed on September 12, 2012, 04:18:13 PM
for the cave systems, may you make it kind of a "rare encounter"? please, because i do not like finding caves because say i play minecraft. if i run into something like a cave or a mineshaft, i just delete the world. because it's like "ruins the whole game".

There are already caves.  I guess I don't understand why it ruins the game.  I'm starting to think you will not like Mythruna when it's done.


Title: Re: Generated tunnels...
Post by: Moonkey on September 12, 2012, 04:46:56 PM
for the cave systems, may you make it kind of a "rare encounter"? please, because i do not like finding caves because say i play minecraft. if i run into something like a cave or a mineshaft, i just delete the world. because it's like "ruins the whole game".
Minecraft. Disappointed in your taste of a Mining game.


Title: Re: Generated tunnels...
Post by: Michael on September 12, 2012, 04:52:25 PM
for the cave systems, may you make it kind of a "rare encounter"? please, because i do not like finding caves because say i play minecraft. if i run into something like a cave or a mineshaft, i just delete the world. because it's like "ruins the whole game".

There are already caves.  I guess I don't understand why it ruins the game.  I'm starting to think you will not like Mythruna when it's done.

 :o whaaaaaat!??!? you gottta be kidding me!!!??!
it is the point that i still play minecraft, although i do not like caves. there is something in mind about finding caves about me. i think it is that when i am mining i wish to discover something myself, not have generated caves so i can find minerals like "diamonds" or anything. i like small caves, mostly. they give me a good starting place mine :)


Title: Re: Generated tunnels...
Post by: pspeed on September 12, 2012, 06:03:23 PM
Mythruna's caves are awesome.  I've literally wasted hours exploring them... and there aren't even any minerals yet.

Besides, Mythruna mining won't really work that way.


Title: Re: Generated tunnels...
Post by: Moonkey on September 12, 2012, 09:19:59 PM
Mythruna's caves are awesome.  I've literally wasted hours exploring them... and there aren't even any minerals yet.

Besides, Mythruna mining won't really work that way.

Mythruna mining: Need ropes to help yourself up and down. Magma/lava produces heat so you need water/could pass-out as reptilian faster. I love mining as a challenge. So, make sure to add mining as something interesting. :)


Title: Re: Generated tunnels...
Post by: pspeed on September 12, 2012, 09:37:55 PM
Mythruna's caves are awesome.  I've literally wasted hours exploring them... and there aren't even any minerals yet.

Besides, Mythruna mining won't really work that way.

Mythruna mining: Need ropes to help yourself up and down. Magma/lava produces heat so you need water/could pass-out as reptilian faster. I love mining as a challenge. So, make sure to add mining as something interesting. :)

All of that stuff would be cool.

I just meant that it won't be about hunting for the one block of diamond in a sea of stone and gravel.  The current plan is that there will be richer rock and poorer rock.  The closer you get to mineral vein the more your chances go up of finding useful bits.  The mineral vein layer is nearly guaranteed to always produce something other than stone... it just might vary what it is.  Better mining tools will take longer to mine but likely produce better stuff... for example if you hit some emerald deposits then they are likely to be larger emeralds if you've taken your time with good tools.  If you are just taking a raw pick axe to everything then you are going to get gravel and chips.

Someday I'd also like to have different kinds of mineral vein and then I might make gem placement a little more logical.

The point is that if you are interested in just excavating an area then that will go pretty quickly but your chances of actually reaping any decent raw non-stone material go down dramatically.  If you want to mine an area then you will take your time.

Also, the plan is that mining a 1 meter block actually just chips away parts of it... so you can get stuff out of a block without completely demolishing it.  This leaves the possibility of using a regular pick axe to knock the surface off to see what kind of chips you get and then go back with the slower/better tools.  (Dwarves should be able to sniff out rich blocks as one of their racial abilities.)

Treating mining in this way is the only way that I can explain why mines would be tunnels like in a "real life mine".  If mining was just about harvesting whole blocks then it just becomes a big giant underground quarry.  At least that's the way my mines always looked in Minecraft.


Title: Re: Generated tunnels...
Post by: Moonkey on September 13, 2012, 03:09:11 PM
http://wiki.terrafirmacraft.com/Main_Page (http://wiki.terrafirmacraft.com/Main_Page)

This here does what you kind of want. Read the Wiki to see the different blocks/schematics it adds to Minecraft. Finding ore felt impossible in it.


Title: Re: Generated tunnels...
Post by: belgariad87 on September 17, 2012, 04:33:37 AM
I like the way your heading for the mining. Much more superior to "that other game".


Title: Re: Generated tunnels...
Post by: Michael on September 17, 2012, 01:12:39 PM
Hmm.. Paul if you may, allow caves/tunnel systems to be rarer as they get larger. I'm not saying have one in any corner. How much of a percent of a chance do you want it to be to find caves/tunnels?


Title: Re: Generated tunnels...
Post by: pspeed on September 17, 2012, 02:02:30 PM
Hmm.. Paul if you may, allow caves/tunnel systems to be rarer as they get larger. I'm not saying have one in any corner. How much of a percent of a chance do you want it to be to find caves/tunnels?

There are already caves/tunnels.  There will not be a significant change to how they are handled in the future as I'm very happy with them.


Title: Re: Generated tunnels...
Post by: Moonkey on September 17, 2012, 10:24:35 PM
Hmm.. Paul if you may, allow caves/tunnel systems to be rarer as they get larger. I'm not saying have one in any corner. How much of a percent of a chance do you want it to be to find caves/tunnels?

There are already caves/tunnels.  There will not be a significant change to how they are handled in the future as I'm very happy with them.

Knowing your cave entrances are reasonably scarce, they would most likely be taken up by a village rather than a village maintaining 3 or more mines at once.