I just had a conversation on IRC with Raphaël Quinet, relating to seasonal changes to the world. I was thinking about making an ice dungeon in the middle of a lake, that, by using the existing scripts relating to time, would only 'exist' during winter when the lake freezes over. Raphaël brought up the point, that if such a dungeon existed, it would make sense to have most of the world change to visually indicate the current season to players. Think about trees loosing their leaves, snow appearing on the ground, and lakes freezing over.
A few ways for this to be implemented came up: * Allow the scripts that replace objects based on time to be attached to regions. However, this could affect indoor maps unless they are excluded by the code. * Create (or modify) archetypes that would change, based on the season. This could be done with C code or by attaching scripts. * Have attributes that specify how such objects change. A few things should be considered if this is done: * It would also be nice to allow various 'climates' to be specified by region. * Regardless of the implementation, special care should probably be taken to preserve special attributes of the objects being replaced or modified. If this is not done, exits and other objects can break. * If lakes and rivers are to freeze over, attention should be paid to areas where water is used to block players (such as the lake south of Brest). However, if we solve these issues, it also allows us to give pilot-able boats to players. Possible solutions include, not freezing certain parts of lakes, or the creation blocking tiles such as slush or very thin ice. -- Andrew Fuchs <fuchs.andy AT gmail.com> _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

