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The problem of where Rs eat: if we accept that carrots provided as wage then having a centralised dining area such as dungeon keeper's hatchery or AGOD's placeable dining halls becomes irrational. It makes more sense that they would eat "on the go" from a pouch, not having to stop to eat in any specific location.

Paths for building and space can easily be set on an invisible square grid. We can make the buildings fit to scale by adjusting their height to fill vertical space, hopefully without leaving the impression of an overstacked aesthetic(?). Each production and marshalling building has a waypoint that can be directed to another location, including entering into another workhouse. I'm tossing up the ideas of using tiling vs blocks when creating/placing buildings. On the one hand, using blocks (predefined allotments of space in square tiles that are placed in one complete "set") will mean a cleaner aesthetic with easily renderable simple animation; e.g. Battle Realms had simplistic visual notifications which conveyred the necessary information: when an archery range was in use, one saw arrows flying in the range for the duration of the training and a progress bar. In contrast, the tiling system was, for the most part, empty space with routines set for its inhabitants such as "swing at empty air" or "dance at predicted intervals".

In contrast, the advantages of tiling are the organic feel that individual choice placement has on the dungeon, its adaptive nature to the geometry of the dungeon (proximity to walls, water and lava come to mind).