1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

Wang Tiles

Discussion in 'Announcements' started by Furai, Jan 19, 2012.

  1. Furai

    Furai THD Team THD Team Administrator

    Messages:
    3,124
    Source: http://kagdev.tumblr.com/post/16119508016/wang-tiles
     
  2. Noburu

    Noburu Dirty, DRUNK, Hillbilly Forum Moderator Donator Tester

    Messages:
    1,809
    This could be really awesome depending on how zombies themselves work. I guess we defend ourselves against zombies and slowly push towards their stronghold? Then do we just collapse the whole thing or is there some sort of other objective, such as an item we have to retrieve?

    Also lol @ wang tiles, just sayin'.
     
  3. Hal

    Hal Shopkeep Stealer

    Messages:
    76
    It certainly looks like a really cool mechanic, especially when the new lighting is implemented as well.
     
  4. Furai

    Furai THD Team THD Team Administrator

    Messages:
    3,124
    You're missing something...
    In my opinion we'll be now able to GENERATE awesome maps with castles! Who cares about some zombies? Me not. :)
     
    FuzzyBlueBaron and Eggnogg like this.
  5. Strathos

    Strathos KAG Guard Tester

    Messages:
    198
    Dungeons :eek: I like where this is going!
     
  6. Bracket

    Bracket KAG Guard Tester

    Messages:
    243
    Awesoooome. I hope zombies have a LoS instead of always being aware of where everyone is and moving towards them.

    Thanks for taking over the [kagdev] posting. :3
     
    FuzzyBlueBaron and Noburu like this.
  7. Arlus

    Arlus Shopkeep Stealer

    Messages:
    50
    I think the fact zombies have a castle, somewhere to "live" leads to the following gameplay : During the day you can attack them but at the coming night you should go back and prepare to defend your castle !
     
    Noburu likes this.
  8. Zuboki

    Zuboki KAG Guard Tester

    Messages:
    176
    Oh man, I love learning about things like this! That Herringbone article makes me want to launch into designing a DnD dungeon/cave/labyrinth tileset for personal use, if I ever get back into DMing. Of course, that'd just be another project to add to my list of things to do... But still, a welcome distraction. Thanks for sharing!
     
    FuzzyBlueBaron likes this.
  9. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    The castle looks rather big, so I assume they'll be crowded by zombies which is nice :D

    When there will be LoS, going into such castle or a dungeon will turn out as a mini adventure..

    This will also be awesome in normal multiplayer, fighting over such castles and ruins, though slightly smaller sizes could be appropiate.
    I'm looking forward a lot to this build, and if the poor hit detection will be also improved in it, it'll be the greatest update ever yet!
     
  10. Jamburglar

    Jamburglar Horde Gibber

    Messages:
    239
    Remember in another dev blog they mentioned killing necromancers? Maybe there will be a necromancer deep inside of the fort spawning out zombies and we must defeat him :3
     
    Fellere825, Noburu and Monsteri like this.
  11. Noburu

    Noburu Dirty, DRUNK, Hillbilly Forum Moderator Donator Tester

    Messages:
    1,809
    We can hope but I believe Geti said that things like necromancers were being reserved for overworld.
     
  12. Bracket

    Bracket KAG Guard Tester

    Messages:
    243
    Eh, but zombies are being reserved for premium players last I heard, anyway.
     
  13. bruthsaw

    bruthsaw Shopkeep Stealer

    Messages:
    74
    I hope the zombies will be able to climb ladders and maybe somewhat work together
     
  14. ilaks

    ilaks Bison Rider Donator

    Messages:
    253
    They will be able to climb on each other.
     
  15. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    They can climb on any walls, actually.

    The "line of sight" in dark areas is implemented anyway - you can't see shit in dark areas unless you have a lantern, and even then can only see around you. Zombies only move towards you if they have direct line of sight to you.

    Smaller sizes of fort can be generated easily, that's just a large one to get some omph out of a single screenshot. I'm also working on an arbitrary shape-based generation system, which still needs to be ported into the game but should allow easily customised dungeon and cave generation.
     
  16. Xiphosuran

    Xiphosuran Shopkeep Stealer

    Messages:
    32
    Looking forward to more elaborate details about this. Looks exciting!
     
  17. Jamburglar

    Jamburglar Horde Gibber

    Messages:
    239
    This explains why the walls in this are laced with spike traps and on the right where the zombies are, the wall sticks out instead of being straight down so they can't just climb the wall. Good thinking, I was afraid of players just walling themselves off completely...which would obviously be no fun.
    Will there be an animation of them actually climbing the walls, or will it be the default walking animation whilst rising, same as climbing trees or ladders?

    [​IMG]
     
  18. Wolffkran

    Wolffkran Horde Gibber

    Messages:
    197
    If they climb walls, would a stone or two halt that climbing? Outwards, not upwards.
     
  19. Nixito

    Nixito KAG Guard Tester

    Messages:
    110
    Man. Does no one have a witty one-liner for "wang tiles"?

    You guys are too mature for me. I'm outta here.
     
    Ej, Rayne, Valkyrie and 3 others like this.
  20. Xiphosuran

    Xiphosuran Shopkeep Stealer

    Messages:
    32
    Hehehehehe... wang.