This quote from your other message indicates that your concept of  
"terrain archetypes" varies quite a bit from mine.

> 1. The "Road (Grassland)" display glitch
>
> A superficial, UI problem with roads up to 1.4 is that they displayed
> in the status bar as "Road (Grassland)". I know that WINR, but that
> representation is so false to my experience of the Appian Way and
> fighting at Pennsic that it jumps off the screen and messes with my  
> play
> experience
>
> I fixed this in trunk by breaking the alias link between Road and
> Grassland, then adding a 'road' attribute to every [movement_coast]  
> and
> [defense] declaration containing 'grassland' that simply copies the
> grassland number.
>
> This change means "Road" has its own movement class now, simply
> displaying as "Road".  It makes no gameplay changes.  It breaks
> savefile compatibility, however.


I don't really care if "road" is made it's own kind of terrain with  
it's own properties.  That's a unit balance discussion, that i don't  
really care about.

However, the core of the "terrain archetype" proposal that i made is  
that terrain graphics that are *functionally* the same (i.e. the same  
move class) should be presented to the player by the same name.   
Creating a new move type which is indentical to an existing one in all  
but name is a lousy idea.  "Road" should only be presented to the  
player as a distinct movetype if it's decided that gameplay  effect  
should be distinct.

If road and grassland (and dirt, and floor etc.) are determined that  
they should have the same gameplay properties, then they should be  
presented as the same terrain in movetypes, and in the upper right  
corner.  I've recommended the identifier "flat", or as reasonably  
descriptive of everything that's been aliased to "grassland".

Your experience on the appian way is irrelevant, though i'm somewhat  
envious of it.  Wesnoth is a highly simplified game.  Such actually  
disticnt terrrains as ice/snow, jungle/coniferous forest, desert/beach  
and lava/chasm, are presented in the same way that the "glitched"  
"road (grassland)" is... and these also should certainly not be  
divided into distinct movetypes.

-- eleazar  /  jwb

On Mar 6, 2008, at 4:33 PM, Eric S. Raymond wrote:

> [EMAIL PROTECTED] <[EMAIL PROTECTED]>:
>> I have a pretty comprehensive answer to these problems on the forums,
>> which i call "terrain archetypes".
>
> I know.  I was attempting to implement your terrain archetypes in C++
> when Mordante steered me to a WML-only solution for the "Road  
> (Grassland)"
> glitch.


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