Simulator Hybrid Extension Idea:
I think that MMF2 is much closer to making simulator games possible. In fact, I think that MUCH could be done along those lines using Yves and Francois original model of making things easier, less complex, and faster.
Keep in mind that a simulator, (like Sim City) goes all the way from the original, 2D version to the new spiffy, (but not all that hugely greater) actual 3D Sim City 4. Also keep in mind that we are not shooting for the end result, but trying to create something that can get closer and provide more basic groundwork for users to work with.
The idea I am proposing is simply brainstorming. There may be other or better ways, (or combinations of ideas) to make this work. The result would not be limited to "sim city" games, as you will see. It will make games like that more palatable with MMF2, though.
There are two aspects to these types of games: The superficial graphic representation, (easier to do, actually) and the more complex interactions, rules, and values that are under the hood.
The ideas I am proposing here cover mostly the graphics but do reach into the underlying game works, or at least allow users to build complex games on a simple structure.
So, if you are following this:
For the graphics, (this idea could evolve over several versions of the extension) and some of the data, we need a hybrid that is designed to make the graphic/grid aspect a piece of cake to use. If we can accomplish this in ordinary 2D, then later on, perhaps an ISO version could be embarked upon.
The hybrid: Overlay + an advanced EasyGrid + a specialized, 3D array. That is, all three objects would be combined into one that is designed for maps/grids/sims.
Example: Let's say you had a 640x480 grid with 16x16 cells. To use Active Objets, (even with HWA) you would be using at least 1200 AO's at one per grid. So, if you were to make a large map and maybe wanted to use 4x4 pixels as your smallest object/cell size, that could be unwieldy.
In a sim/grid game, you might want to customize your cell size, even down to 2x2. All of your objects would snap to that grid, but hey could be any combination of cell blocks, e.g., 4x4, 8x8, 16x16, etc. Like a small house versus an apartment building.
So, what if we could make all the selecting and pasting to grids work in a special Overlay that has a built-in, customizable grid? The basic idea works for me, but we will see that there are a group of things that need to be accounted for.
When you pick a road, grass, housing, etc., the overlay would paste-in a graphic set by number/type. In this version, we do want a visible grid on the overly, textures, and maybe borders. We won't be actually plopping what the cells represent at fist. They would have to grow from the type of cells planted there. Terrain is the exception though. It should look like it supposed to when it is drawn.
There are a lot of things to consider if you want the terrain to look nice for instance, like edges versus centers, direction, etc. Also, you don't want to allow the placing of any block over occupied territory, so you need transparent colors available. Dragging-out an area that is committed when the mouse is released is another issue.
To sum it up: The hybrid object would allow easy setup of the grid and easy placement of tiles of various sizes that would then be "pasted" into the area selected, or easily bulldozed. Each cell would be part of an array and have two-dimensions itself. You could name and store what is there, various states, and perhaps we could find a way to strobe/scan/connect relationships, (like roads, electric lines) but that is way ahead.
Some things "plop" and some things drag out, depending on the type. A bus stop or water pump plops, no matter what the size, a zone is dragged-out and fills zonable area.
Of course, the object would be able to save and load its state and that would be a large part of the game, other than more global variables like money, etc.
There is a lot to go on about, but I think the basic idea or starter for this potential extension is best illustrated by my simple GridWork example. All you can do it in it is select terrain and such, draw those types as colors, and "doze" what you don't want. Try it and think about what could be done and/or what might be needed for a successful starter extension that could go on to be even more.
Animation would be a problem to reckon with if the Overlay hybrid just allowed painting of a square. However, if it did prove to be faster to have it scan and paste dynamically, then it MIGHT be possible to imagine a method to give animation frames to the Overlay to change out, as it goes along ... even with multi-cell areas like, say, an apartment building.
A quick note about game dynamics, (which my example does not even attempt). Anyone who has played a game like Sim City knows that there are literally tons of variables and interactions. While it might be easy to draw a zone, have various house graphics fill it, and have some data about the number of people, conditions, land value, etc., there are other features that bring to mind conversations about smart arrays. For instance, the contiguous nature of roads, electric lines, and pipes. Things connect and have a range of influence as well. Things also add-up in a larger sense.
I am not saying we can DO all that for the user right away, but we could start to do something in the MMF2 paradigm that would give users a head-start and, if they apply themselves, find ways to accomplish more along these lines.
If Sim City where the end goal, the we could imagine steps towards it. Simple games like risk, or Sim Farm, even. I think you get the picture. Any hybrid extension that would put less focus on the user to figure out the grid and drawing while keeping track of each cell or a set of cells, is going to make some very playable games possible.
Keep in mind that this idea spans potentially across some genres and could be adapted/intended for other types of games. I hope the idea of the challenge is fun, no matter what.
Think! Post more details/problems/solutions.



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