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#18
Jakensama Wrote:Not sure how dynamic and roaming mobs would work out though, you would have the problem of things going extinct and eventually players just hunt the world dry so you definately have to limit the developable land (or else end up like original UO where every square foot of clear land in the world had a house built on it).
I would try to think up ways to implement "natural limits".

For cities, this might work something like in Civilization -- big cities take up a lot of squares of resources. Another city can form nearby but it will never be very big because the nearby big city is already taking up a large share of the nearby resources.

So like you've got Orgrimmir, which is huge, and the Barrens village, which is decent sized and in between them you've got a little place that's basically 4 tents and a watch tower. The 4 tent place can't grow to be as big as Orgrimmir because it only has access to a very limited selection of resources to consume for itself. It ends up reaching equilibrium at a population of 8 orcs because that's all the food it has access to.


Stuff like deer we may simply fudge and say "deer spawn at a given rate" and they just magically appear.

"Dwarf Fortress" actually already does exactly this. Dwarves eat food. Food spawns at a given rate. If you get too many dwarves, they'll starve themselves down to a level where the available food keeps up with them. They go out hunting, etc, and if they hunt the local wildlife to extinction, they have to wait around for the next wildlife spawn cycle.


Could probably take it a step further to make it even more realistic but that might be one step too far.
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