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From: mskala@ansuz.sooke.bc.ca
To: "Eric W. Brown" <eric@saugus.net>
Cc: xconq7@sources.redhat.com
Subject: Re: Antarcticonq
Date: Sat, 09 Oct 2004 20:31:00 -0000	[thread overview]
Message-ID: <Pine.LNX.4.21.0410052235270.9947-100000@diamond.ansuz.sooke.bc.ca> (raw)
In-Reply-To: <FD070FE7-173E-11D9-AC93-000393439120@saugus.net>

On Tue, 5 Oct 2004, Eric W. Brown wrote:
> Didn't Matthew Skala mention that the ultimate goal of his Antarctica 
> work was to create a Lovecraft based module?

Yes, though I had in mind more to just mix some Lovecraftian ideas into an
exploration-and-conquest game rather than to actually simulate the events
described in the literature in precise detail.  For instance, I have a
list of ideas for advances kicking around that includes "The Delapore
menu" - which would increase your food production.  Never mind that _The
Rats in the Walls_ didn't originally have anything to do with Antarctica.

I'm going to have to think hard about playability and scale, though; the
rough draft module I have (which doesn't have any Lovecraftian stuff in it
yet) suffers a lot from my being unclear on the appropriate time scale.  
The thing is that activities like building bases and (especially) roads
take a long time, weeks to months, but other things like the flight of
airplanes take place on a much shorter time scale.  It seems like I have
to abstract out one or the other.  I also had some issues with background
economy.  I tried to make it so that you could build a network of caches
and have them automatically refill from bases, and so that bases in
low-productivity areas could be supplied by bases in high-productivity
areas by way of a chain of caches in between, but that doesn't seem to
actually work.  I need a better understanding of why the existing code
does what it does, before I'll know whether that's a bug in my design or
in the system itself.

Playing Wreckreation recently, I noticed that my units seemed to alternate
between getting 10 action points and getting only 2, and it's only in the
last couple days that I finally figured out that that's due to day and
night.  I wonder if I might do be able to abuse day/night to deal with
different time scales - have a bunch of "fast turns" for things like
airplanes, and then the occasional "slow turn" for things like base and
road building.  I think it's possible to make some units move only by day
and others only by night, but I haven't looked into that yet - I got the
idea just now while typing this message.
-- 
Matthew Skala
mskala@ansuz.sooke.bc.ca                    Embrace and defend.
http://ansuz.sooke.bc.ca/

  reply	other threads:[~2004-10-06  2:52 UTC|newest]

Thread overview: 5+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2004-10-06  2:52 Antarcticonq Eric W. Brown
2004-10-09 20:31 ` mskala [this message]
  -- strict thread matches above, loose matches on Subject: below --
2004-10-03 18:49 New Proposed Xconq Web Site Online Jim Kingdon
2004-10-04  4:53 ` Antarcticonq Elijah Meeks
2004-10-05  3:50   ` Antarcticonq Eric McDonald
2004-10-06  2:01     ` Antarcticonq Elijah Meeks

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