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GeneralGuy4872
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Sep 26, 2020
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CHUNK LAYOUT | ||
============ | ||
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randomly generated chunks must be packed into a cuboid area; this creates | ||
problems as the game's world is sphereical. since I have no dillusions that | ||
the graphics of the game will be stellar, this issue will be solved by | ||
creating hard seams between areas, eleminating the projection issues | ||
entirely. these will slightly resembal a similar cop-out that will be | ||
employed to avoid rendering overlapping chunks. |
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Hello, traveler! | ||
you are welcome to stay in our village, | ||
so long as you bare us no ill will. | ||
Hello, traveler! You are welcome to stay in our village, so long as you bare us no ill will.Rooms are 3 [3;96more chunksm a night.Hmm? What's [3;93mthis[m made of? Electrum? Why would I want that?Thanks! Your room is the [1;7mfirst one on the right[[m.*They hand you a key with the number 1 on it*Thanks! Your room is the [1;7msecond one on the right[m.*They hand you a key with the number 2 on it*Thanks! Your room is the [1;7mthird one on the right[m.*They hand you a key with the number 3 on it*Thanks! Your room is the [1;7mlast one on the right[m.*They hand you a key with the number 4 on it*Thanks! Your room is the [1;7mfirst one on the left[m.*They hand you a key with the number 5 on it*Thanks! Your room is the [1;7msecond one on the left[m.*They hand you a key with the number 6 on it*Thanks! Your room is the [1;7mthird one on the left[m.*They hand you a key with the number 7 on it*Thanks! Your room is the [1;7mlast one on the left[m.*They hand you a key with the number 8 on it*Come again! | ||
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Comments: | ||
The script that calls this file will randomly choose a room for the player, | ||
and recall the lines accordingly. The Sirens have no currency, and have an | ||
abundant supply of precious metals, which forces the player to barter | ||
various common items from elsewhere in the game's world for goods and | ||
services. | ||
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hmm? what's this made of? silver? gold? | ||
why would I need want that? | ||
rooms are 3 ore a night. |
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- Redo chunk renderer (*AGAIN*) | ||
- cache all 26 border chunk addresses | ||
- colliding with an edge that connects to address 0 deals void damage | ||
and imparts a force of 10 gees on the player in a direction | ||
perpindicular to the interface (handled by the function that | ||
re-alignes the global coordinate system when chunk boundries are | ||
crossed) | ||
- store chunk priority in case of two chunks being rendered in the same | ||
space | ||
- the interface to the chunk that is not rendered is is blocked by a | ||
flat quad with an opaque ripple texture | ||
- priority is only relevant between chunks with the same taxicab norm | ||
from octant 0 | ||
- a negative priority chunk is a room boundry, and uses a different | ||
ripple texture. the chunk is never loaded, and crossing the boundry | ||
causes a hard reload of all world-related engine state. |
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