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Re: Building range
PostPosted: 10 Apr 2013, 18:12
by H.A.H.
@HAH: What about house ranges? I think that was far superior better idea and implementation.
While implementing the house ranges and added heuristics for creating nice fields (still rectangular, by the way), it was at some point vague for which house the range was actually given. You must know which house is selected, if two same house types are next to eachother, and their range overlap. That is the only reason that I implemented the flag coloring. It is a 'supplement'-feature of the house range, and I believe it is necessairy.
Re: Building range
PostPosted: 11 Apr 2013, 07:09
by Krom
Selected house for the sake of house ranges can be easily indicated in that house outline being a little thicker than houses within houses obstructing the range.
Re: Building range
PostPosted: 11 Apr 2013, 22:20
by H.A.H.
- Removed the flag coloring.
- Added (slow) heuristics for great outlines whenever buildings are in the way.
- Added tower range.
- Added object-in-range highlighting.
Old:

New:
And others:
I'd like to hear your opinions on the coloring of trees and corn/grapes. Is it useful or is it distracting? And what do you think about the tower range? Is it sufficient or is it unclear?
Re: Building range
PostPosted: 12 Apr 2013, 02:50
by Ben
The tower range looks just as good as anything else.
I really don't like the highlighting of the corn/grapes. It's pointless and distracting, like 3D RTS games
However, it MIGHT be somewhat useful for trees, but I doubt it.
Re: Building range
PostPosted: 12 Apr 2013, 05:16
by Krom
I don't like corn/trees highlight either.
Tower range is clear, what could be unclear about it? )
I'm not sure about Fisherman's and Stonemason outline, maybe it should indicate exact tiles he can walk to and fish/mine from.
Re: Building range
PostPosted: 12 Apr 2013, 05:22
by K@T
- what about coal mine?
- what about line before building use? I mean - show the line when you want build tower or mine (before you start to build)
Re: Building range
PostPosted: 12 Apr 2013, 08:33
by Thomas
I don't like corn/trees highlight either.
Same as I do. It really looks a bit distracting and unnatural.
I'm not sure about Fisherman's and Stonemason outline, maybe it should indicate exact tiles he can walk to and fish/mine from.
That's what I had in mind too. I think it would be more informative if you'd have the exact tiles they can walk to, instead of bordering the whole resource (e.g. the sea for the fisherman's).
- what about line before building use? I mean - show the line when you want build tower or mine (before you start to build)
That's also interesting to know. Do you render the border lines as well in these cases?
Anyway, this really looks like a good feature so far. Keep up the good work

Re: Building range
PostPosted: 13 Apr 2013, 05:21
by H.A.H.
@Krom, @Thomas: what about this, earlier work:
The reason to highlight the whole (based on walking distance!) region of work of a fisherhut or quary is because the early region looks ugly and vague.
Re: Building range
PostPosted: 13 Apr 2013, 05:34
by Ben
Although this method may be more practical, I would prefer using just another "circle" for the fisherman's hut's and quarry's range. It just looks a lot better imo.
Re: Building range
PostPosted: 13 Apr 2013, 06:08
by Lewin
Although this method may be more practical, I would prefer using just another "circle" for the fisherman's hut's and quarry's range. It just looks a lot better imo.
The problem with that is that the circle might clearly show that the fisherman can reach a river (it's within his range by direct distance), but because there's a wall in the way it's not within walking distance. The player would expect the fisherman to fish there but he won't be able to. This is the same rule that stops fisherman walking all the way to the far side of a river because the direct distance is short enough.
Re: Building range
PostPosted: 13 Apr 2013, 06:45
by Ben
I see. Thank you for pointing that out. I was not aware that walking distance was also a factor (I figured it was always just tile distance). Another great fix included in the Remake

Re: Building range
PostPosted: 13 Apr 2013, 07:01
by Krom
@HAH: How about extending this riverside into the river for 1 more tile? Then it will correctly indicate tiles Fisherman can act from and can act towards (his fishing pole). That would look much nicer as well.
Another thought - what if fisher do not have that hard edge on the watery side? So just mark an outline he can fish FROM, without marking the other edge
Re: Building range
PostPosted: 13 Apr 2013, 11:57
by Thomas
Although this method may be more practical, I would prefer using just another "circle" for the fisherman's hut's and quarry's range. It just looks a lot better imo.
The problem with that is that the circle might clearly show that the fisherman can reach a river (it's within his range by direct distance), but because there's a wall in the way it's not within walking distance. The player would expect the fisherman to fish there but he won't be able to. This is the same rule that stops fisherman walking all the way to the far side of a river because the direct distance is short enough.
I see this might be a problem. Would this also affect e.g. woodcutter and farmer? I'm asking because HAH posted (his post on top) some pictures of a woodcutter and farmer, what if there would be a wall in their way? I would assume that the "circle" would be adjusted, else it would be indeed misleading.
Re: Building range
PostPosted: 13 Apr 2013, 14:35
by H.A.H.
Re: Building range
PostPosted: 13 Apr 2013, 15:01
by Thomas
Nice. So I assume this would also work for fisherman's hut and quarry?
The reason to highlight the whole (based on walking distance!) region of work of a fisherhut or quary is because the early region looks ugly and vague.
I'm not quite sure what you mean by early region... Do you mean it looks odd when fow is still visible? If it's not too much effort, could please provide a screenshot (this might be more clear I guess

)?