Blecki / dwarfcorp

An open-source 3D colony management game for PC, Mac and Linux
http://www.dwarfcorp.com
Other
579 stars 69 forks source link

Redesign: Clarify deep mining as an obstacle #777

Open com1clyf3 opened 6 years ago

com1clyf3 commented 6 years ago

Currently the new harder resources are not sending as clear a message as it needs to about being a challenge/limit to the player. It should be a clear obstacle to low level dwarves. One block for a low level dwarves should take several days to mine. Currently it takes half a day or so to mine to bedrock.

In addition, there's not a clear enough visual marker to what it is. Here are my suggestions:

1) Make the first hard resource player encounters take several days to mine. This gives a beginning player enough time to try and mine lots of these blocks, uncovering this layer, and learn about it as an obstacle. This will also discourage the complete mining of the world.

2) The hard resources, especially the first one encountered, need to be a clear visual message. image

New resources on the left. Stone on the right. They look too similar.

Whatever first hard resource the player encounters, it needs to be visually new and not easily confused with stone. I'd suggest maybe making it uniformly slate and then make the visual something like this" https://proxy.duckduckgo.com/iu/?u=http%3A%2F%2Fixlbuild.com%2Fwp-content%2Fuploads%2F2016%2F02%2FStacked-Stone-Slate-Gray.jpg&f=1

I'd suggest making it much darker though, like onyx black, to make it as clear as possible this is a border of some kind.

3.) There should be a hierarchy of difficulty that's created by the layers. This creates a feeling of player progression. For example: Dirt/stone = low hp Shale = 300 hp Granite = 1500 hp Slate = 5000 HP Marble = 10000 HP Obsidian = 20000 HP

This motivates the player to keep experienced dwarves if they want to mine deep.

4.) The deeper the resource, the more valuable. Right now there's no real reward other than exploration for mining hard resources. They're all essentially worthless: image

06c9d3dd

com1clyf3 commented 6 years ago

@Makeshiftrobot Added you since we'll prolly need some new art here.

com1clyf3 commented 6 years ago

778

mklingen commented 6 years ago

The resources are more visually distinguished now, and have higher HP. Take a look and tell me what you think.

stone_layers_2

com1clyf3 commented 6 years ago

Regressing. Assigned more dev on this to September polish phase. In the meanwhile, Joe's new art is helping.

com1clyf3 commented 6 years ago

778 popped back up. Maybe some push got looked over or something?

mklingen commented 6 years ago

I think #778 is a misunderstanding. Here's how the layering system works. Imagine this is a 1D chunk in the top-bottom direction, with each row being 4 voxels;

.   .
.   .
x   d
x-> s
x   S
x   g
x   o

with:
. = air    d = dirt    s = shale, S = slate
x = occupied,   g = granite,   o = obsidian

If we change the height of the terrain so it's lower, it looks like this:

.   .
.   .
.   .
.-> .
x   d
x   s
x   S

with:
. = air    d = dirt    s = shale, S = slate
x = occupied,   g = granite,   o = obsidian

So you may never see granite, obsidian, etc. if you happen to be in lowlands. Would you prefer it work differently? If I did it the other way, from bottom up you would never see shale or slate for example.

mklingen commented 6 years ago

Okay @com1clyf3 I have implemented height normalization. What this means is that no matter where you spawn, there will be at most 6 air blocks above the highest point in the map. That means in most places, the ground will be significantly deeper, but it does completely eliminate the possibility of building structures higher than 6 units. Tell me what you think.

com1clyf3 commented 6 years ago

So! The main issue is that getting to bedrock is supposed be a challenge, so right now low terrain is essentially breaking that design.

Instead of layering from the top, can we layer from the bottom starting with the hardest material and going to easier? That would ensure the bottom is always the hardest digging area.

mklingen commented 5 years ago

With height normalization there should be a few layers of obsidian before bedrock in most places now. I can also do the layering from the bottom instead of the top like you suggest but it would take a little bit of code surgery (since I would have to do soil differently from how I do rock).

com1clyf3 commented 5 years ago

Height normalization seems to have pretty much fixed the layering design in 90% of usual cases, but so far I've found a few exceptions that bottom to top layering would fix. There's likely more hiding.

  1. Mountains are now completely made of obsidian. image

  2. Lower terrain (this example's dirt starts at layer 19) still isn't producing obsidian above their bedrock. image

0c9a7de8

Blecki commented 5 years ago

That is a volcano, not a mountain.

On Tue, Sep 11, 2018 at 5:54 PM com1clyf3 notifications@github.com wrote:

Height normalization seems to have pretty much fixed the layering design in 90% of usual cases, but so far I've found a few exceptions that bottom to top layering would fix. There's likely more hiding.

1.

Mountains are now completely made of obsidian. [image: image] https://user-images.githubusercontent.com/6562812/45389035-c52e8300-b5e8-11e8-8672-e6118369a99e.png 2.

Lower terrain (this example's dirt starts at layer 19) still isn't producing obsidian above their bedrock. [image: image] https://user-images.githubusercontent.com/6562812/45389969-92d25500-b5eb-11e8-9b27-fee7648d5460.png

0c9a7de https://github.com/CompletelyFairGames/dwarfcorp/commit/0c9a7de8f294341a61eec7889af26ffdb810802e

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/CompletelyFairGames/dwarfcorp/issues/777#issuecomment-420438961, or mute the thread https://github.com/notifications/unsubscribe-auth/ABPKrJgj8wGzIYIx0dtV3BNr6uNw0-znks5uaDEogaJpZM4VBipW .

com1clyf3 commented 5 years ago

Should a volcano be obsidian all the way through?

Blecki commented 5 years ago

Should probably be rebranded as basalt, and then add some random obsidian and pumice layers. However we have a very short time frame and this would be a NEW FEATURE!

On Wed, Sep 12, 2018 at 12:22 AM com1clyf3 notifications@github.com wrote:

Should a volcano be obsidian all the way through?

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/CompletelyFairGames/dwarfcorp/issues/777#issuecomment-420507286, or mute the thread https://github.com/notifications/unsubscribe-auth/ABPKrFuyaB8aYmbTf7djBh6tBulUrv-Tks5uaIv6gaJpZM4VBipW .

com1clyf3 commented 5 years ago

Sure. Wasnt't suggesting that. I was talking about how it's possibly an outcome of the height normalization.

mklingen commented 5 years ago

Mountains are now completely made of obsidian.

Volcanoes are obsidian all the way through yes, they are supposed to be.

Lower terrain (this example's dirt starts at layer 19) still isn't producing obsidian above their bedrock.

Eh, ok. I will think about it.