Trebor Posted January 13, 2022 Share Posted January 13, 2022 Here is a thought on water. If you go into it, your mspeed slows down, no matter walking, running or driving. Also, how about if your head goes underwater, and if you don't have a snorkel on, your HP will start going down? Why should be be able to run or drive fast through water when it will actually slow a person or vehicle in real life. No one can breath underwater either, so a snorkel would need to be worn on the character to keep breathing. 1 Link to comment Share on other sites More sharing options...
Avatar Posted January 13, 2022 Share Posted January 13, 2022 I love that snorkel suggestion! It's rather cute! Link to comment Share on other sites More sharing options...
rayun Posted January 13, 2022 Share Posted January 13, 2022 Its nice idea, but it would require fixing map issues first, its was still not uncommon to see fish/sea mobs "walking" on land still in some cases, would be bad if you get drown on land by accident Link to comment Share on other sites More sharing options...
PurpleYouko Posted January 13, 2022 Share Posted January 13, 2022 The big problem with suggestion is that there is no easy way to determine if you are actually under water or not within the games code. The water level is just a defined plane within the graphic definitions of the IFO files. The server has no current way to even determine if you are under water or not It would require some kind of collision map data on the server side along with a whole new bunch of additional code in the server. It's possible but not without a fair amount of additional code. However it's far from impossible. I've already coded everything needed for just such a concept as test code using the 137 codebase. It wasn't intended for this specific purpose but It could definitely be done. 2 Link to comment Share on other sites More sharing options...
Winniethenoob Posted January 13, 2022 Share Posted January 13, 2022 I like the idea of the snorkel! We could have huge oceans with sea mobs and sunken ships and flippers! its never gonna happen is it.. Link to comment Share on other sites More sharing options...
Nephenthos Posted January 13, 2022 Share Posted January 13, 2022 (edited) i wouldn't count on it. the old engine certainly has its limits. but never say never! Edited January 13, 2022 by Nephenthos Link to comment Share on other sites More sharing options...
Shid0x Posted January 13, 2022 Share Posted January 13, 2022 Despite it being near impossible to implement, i don't really like the idea. Water is omnipresent in Rose, there are many scenarios where you have to run through it to either travel or fight, this would make the game a hassle. Not to mention it would discourage people from potential exploration and finding cool screenshot spot. If anything we should promote exploration, not limiting it. 2 Link to comment Share on other sites More sharing options...
Vile Posted January 13, 2022 Share Posted January 13, 2022 It would be possible if the game had a Y-axis to detect height, but it doesn't. Since the water level is usually at a set height, anything under set height would count as under-water. Though they have varied heights of water in some maps like Anima and Adventure Plains, where you'd need to have the above stated collision detection. You could arguably use a proximity check / second that applies a stack status, but not all water is in perfectly round bodies, so you'd need custom dimensions, IE, again the hit-box collision. Personally, I'd take it a step further, and say if you went deep enough you'd be "swimming". Link to comment Share on other sites More sharing options...
Trebor Posted January 13, 2022 Author Share Posted January 13, 2022 Of course, I just brought it up as an idea, if possible or not possible, just thinking of ideas and this one I have had for many years. But who knows what the devs might come up with one way or another Link to comment Share on other sites More sharing options...
Kotence Posted January 13, 2022 Share Posted January 13, 2022 that is good idea however it can be done in future as fun expiriance Link to comment Share on other sites More sharing options...
PurpleYouko Posted January 13, 2022 Share Posted January 13, 2022 Quote It would be possible if the game had a Y-axis to detect height, but it doesn't. It actually does have that capability. It is specifically ignored in the source code. We even have a special routine that gradually decreases height above ground when you run off a high cliff. TBH adding flight to the game would be pretty easy. Not trivial but definitely not too hard to do. Whether we would actually want to do so is a completely different question as it would introduce a whole new set of potential problems, primarily related to the fact that we have individual maps rather than a continuous world. It wouldn't be all that hard to switch to swimming mode when in water. It would require a lot of new game mechanics and animations but technically not too difficult. I have to say though, I agree with Shid0x. Running through water and pretty much ignoring it is one of the features that I always liked about Rose 2 Link to comment Share on other sites More sharing options...
Avatar Posted January 13, 2022 Share Posted January 13, 2022 10 hours ago, Winniethenoob said: I like the idea of the snorkel! We could have huge oceans with sea mobs and sunken ships and flippers! its never gonna happen is it.. Lmao.. I love your ending. Link to comment Share on other sites More sharing options...
Winniethenoob Posted January 13, 2022 Share Posted January 13, 2022 (edited) 2 hours ago, PurpleYouko said: It actually does have that capability. It is specifically ignored in the source code. We even have a special routine that gradually decreases height above ground when you run off a high cliff. TBH adding flight to the game would be pretty easy. Not trivial but definitely not too hard to do. Whether we would actually want to do so is a completely different question as it would introduce a whole new set of potential problems, primarily related to the fact that we have individual maps rather than a continuous world. It wouldn't be all that hard to switch to swimming mode when in water. It would require a lot of new game mechanics and animations but technically not too difficult. I have to say though, I agree with Shid0x. Running through water and pretty much ignoring it is one of the features that I always liked about Rose If flight is actually possible like you said we defintly need brooms, brooms with rockets on them, flying carpets, dragons and giant eagles. Edit: Just read this on the FAQ "Will there be flying mounts? ROSE on a technical level does not support z-axis movement. In the very far future after an engine swap this could be a thing." Edited January 13, 2022 by Winniethenoob Link to comment Share on other sites More sharing options...
Zurn Posted January 13, 2022 Share Posted January 13, 2022 I can see fighting the little garbage baggie things and Bruce while in the water now Link to comment Share on other sites More sharing options...
Winniethenoob Posted January 13, 2022 Share Posted January 13, 2022 2 hours ago, Avatar said: Lmao.. I love your ending. We may never know, what if this revival really takes off, and the DEV's are able to expand the capacitiy of their team... Link to comment Share on other sites More sharing options...
PurpleYouko Posted January 13, 2022 Share Posted January 13, 2022 (edited) Quote ROSE on a technical level does not support z-axis movement. Yes it does. All positional data sent into the graphics engine (znzin) includes X, Y and Z positions. TRose code specifically sets all the Z to ground level before refreshing the graphics on every cycle. As I said before we have a function that allows players to gradually fall to ground level when they run off a cliff. This is the only place (that I have come across) in the trose code where it ever sends in a non-ground level Z position. For a few seconds you are effectively flying. All we would need to do is to bypass the fall function and you would just keep walking at the same level through the sky. I've tried it. Comment out one function call, recompile and you are flying Edited January 13, 2022 by PurpleYouko reworded a phrase 2 Link to comment Share on other sites More sharing options...
Minkja Posted February 6, 2022 Share Posted February 6, 2022 I'll have to echo others and say that water having zero effect on movement was one of the things I loved. I wouldn't have it any other way haha 1 Link to comment Share on other sites More sharing options...
1 Corinthians 15 1-4 Posted February 11, 2022 Share Posted February 11, 2022 On 1/13/2022 at 10:03 AM, OwlchemistVile said: It would be possible if the game had a Y-axis to detect height, but it doesn't. Since the water level is usually at a set height, anything under set height would count as under-water. Though they have varied heights of water in some maps like Anima and Adventure Plains, where you'd need to have the above stated collision detection. You could arguably use a proximity check / second that applies a stack status, but not all water is in perfectly round bodies, so you'd need custom dimensions, IE, again the hit-box collision. Personally, I'd take it a step further, and say if you went deep enough you'd be "swimming". Z axis. not Y Link to comment Share on other sites More sharing options...
Vile Posted February 11, 2022 Share Posted February 11, 2022 4 hours ago, Life said: Z axis. not Y Depends on the software. Link to comment Share on other sites More sharing options...
Bobbity Posted February 12, 2022 Share Posted February 12, 2022 On 2/6/2022 at 7:51 PM, Minkja said: I'll have to echo others and say that water having zero effect on movement was one of the things I loved. I wouldn't have it any other way haha I reckon we could have some deep water where swimming/floating/being slowed by water could be a thing, e.g. Sunshine Coast. It could lead to some interesting fights if you're hunting treasure in the deeps and both your as and ms are slowed. Link to comment Share on other sites More sharing options...
1 Corinthians 15 1-4 Posted February 13, 2022 Share Posted February 13, 2022 On 2/11/2022 at 5:57 PM, OwlchemistVile said: Depends on the software. mmmm, as a Cnc machinist, i see it Z being height, Y vertical X horizontal. but if its a software thing, then i suppose that may be different in that world. sorry. Link to comment Share on other sites More sharing options...
Vexoi Posted February 13, 2022 Share Posted February 13, 2022 3 hours ago, Life said: Z being height, Y vertical X horizontal Aren't vertical and height the same axis lol? One should be depth Link to comment Share on other sites More sharing options...
Vile Posted February 13, 2022 Share Posted February 13, 2022 oO Yeah.... Dunno why I typed it that way looking at it. Height , Width, Depth. X: Abscissa / Width / Hortizontal Y: Ordinate / Height / Vertical Z: Applicate / Depth Since Height as Width are not exactly interchangeable Vertical and Horizontal [Because they're used to describe distance between two points, not a single point along an axis. However some programs use difference axis positioning from what I've experienced [which is annoying] Link to comment Share on other sites More sharing options...
Zeror Posted April 23, 2022 Share Posted April 23, 2022 Or even better. We should be able to swim in water instead of walking. New animations has to be made though. Link to comment Share on other sites More sharing options...
Bobbity Posted May 6, 2022 Share Posted May 6, 2022 (edited) On 1/13/2022 at 3:32 AM, Trebor said: about if your head goes underwater, and if you don't have a snorkel on, your HP will start going down? Why should be be able to run or drive fast through water when it will actually slow a person or vehicle in real life. No one can breath underwater either, so a snorkel would need to be worn on the character to keep breathing. The slow is a good idea and we should think about how aquatic combat would work. Good idea; I like it. I feel like the drowning mechanic would work fine on planets controlled by Hebarn, not all water in general. This can add another wrinkle to the Arua vs Hebarn War, new combat factors never before seen! Why do I say this? Visitors are souls taken from the Sea of Souls by Arua Herself and given amortal bodies. We 'die' but respawn endlessly. We use mana and grow stronger by absorbing 'experience' (the souls of our fallen enemies?) We suffer neither hunger nor thirst. We don't even bleed normally. Basically, we're gods. There's no reason for us to drown in regular water. That said, remember that Arua can barely manifest safely on the friendly planet of Junon. Accordingly, even our divinity must have limits. Edited May 6, 2022 by Bobbity Basic formatting/clarity 1 Link to comment Share on other sites More sharing options...
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