On 03/04/2014 09:58 AM, Michael T. Pope wrote:
> On Tue, 04 Mar 2014 08:18:06 +0100
> Michael Vehrs <michael.bursc...@gmx.de> wrote:
>> The flag generator seems to be in a usable state now. Javadoc needs to
>> be added, and it might be a good idea to prevent some of the more ugly
>> combinations of backgrounds and decorations. On the other hand, if the
>> player wants to make his eyes water, why should we care?
> Pretty sure we dont.

All right, then. Let the players use everything implemented and complain 
about what is still lacking. What, no Southern Cross? What, no _Southern 
Cross_ (confederate flag, fimbriated saltire with stars)?

>   
>> So unless there are any objections, I'll basically add the FlagTest tool
>> to the confirm declaration dialog.
> None from me.  Release is still a way off, but the list of must-do items
> is definitely dwindling.
>   
>> I have been thinking about the new forest-river tiles and have come to
>> the conclusion that they might be improved considerably by moving the
>> rivers off-center. In the worst case, the central river of the current
>> layout cuts the tile into four pretty small quarters, which are
>> difficult to fill with trees properly. If we were to move the rivers to
>> the top and right third of the tile, there would be more space for the
>> rivers, and in the worst case, the remaining forest would still occupy
>> two thirds by two thirds of the tile, which would be considerably easier
>> to fill with trees. Any thoughts?
> This would present some opportunity to have multiple versions of the same
> tile, which IIRC we speculated about a while back.  I assume you are
> looking at auto-generating the tiles.  If so, the artwork is probably the
> easier issue than deciding how we would support multiple tile versions in
> the game.
>
> Cheers,
> Mike Pope

Yes, I intend to auto-generate the tiles. My art skills are not up to 
the challenge. As far as multiple tile versions are concerned, we should 
take a look at the TileImprovement class, which already makes use of 
this feature. It should be pretty straight-forward to add this feature 
to the Tile class, too. Instead of deciding which variant to use at 
run-time, we could decide during map generation or map loading (the 
problem here being that the number of available tile variants might 
change after map generation).

In order to do this properly, we probably need to figure out how to 
define virtual tiles that span more than one image, however. Something 
like this might do:

<tiles terrain="plains">
   <tile image="random_tile.png" />
   <virtual-tile x="3" y="2">
     <tile image="top_left_tile.png" />
     <tile image="top_center_tile.png" />
     ...
   </virtual-tile>
</tiles>

The map generator might then scan the map for regions of identical tile 
types large enough to place a virtual tile before filling up the rest 
with random tile variants. It might also be necessary to take features 
on the tile, or surrounding tiles into account, however. One might 
imagine desert images that become less desert-y next to other tiles, or 
desert tiles with rivers, for example.


Regards

Michael

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