by Ice Cream Jonsey » Tue Mar 30, 2004 9:50 am
Kent wrote:I got a little ways into coding a general quantity/liquid class but never needed it so never really developed it to the point where it was useful.
My solution, which is really just a quick little thing, is as follows: there's one amount of water, and a slowly dribbling fountain for it to come from. Should the water be tossed to the floor or at someone, well, hahaha, that water is removed from the game and the fountain will dribble some more water into the game a couple turns later.
It does become a problem when the water is in a container, because the game doesn't see it affected by a "remove water" command.
But I'm sort of banking that the rest of the game won't inspire someone to say, 3/4ths the way through it, "Come on! This is HORSESHIT! This is so unrealistic!"
As for ropes, well, you get those for free in Hugo, of course.
!! You do? I didn't know that. Do you mean there's a class for ropes already in the libraries, or that other class definitions and such handle this nicely?
[quote="Kent"]I got a little ways into coding a general quantity/liquid class but never needed it so never really developed it to the point where it was useful.[/quote]
My solution, which is really just a quick little thing, is as follows: there's one amount of water, and a slowly dribbling fountain for it to come from. Should the water be tossed to the floor or at someone, well, hahaha, that water is removed from the game and the fountain will dribble some more water into the game a couple turns later.
It does become a problem when the water is in a container, because the game doesn't see it affected by a "remove water" command.
But I'm sort of banking that the rest of the game won't inspire someone to say, 3/4ths the way through it, "Come on! This is HORSESHIT! This is so unrealistic!"
[quote]As for ropes, well, you get those for free in Hugo, of course.[/quote]
!! You do? I didn't know that. Do you mean there's a class for ropes already in the libraries, or that other class definitions and such handle this nicely?