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Author Topic: Granular movement: a great solution  (Read 477 times)

NEANDERTHAL

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Granular movement: a great solution
« on: December 22, 2017, 08:26:21 am »

Hearing about the recent troubles designing a way for multi-tile creatures, fortress parts, and boats to work, I suggesr a simple solution: Allow creatures/boats/etc to have a "floating point" direction and position, like minecarts. I also sugfest representing this directly, i.e. rotating and shifting the representative symbol(s). Movement in adv mode would stay the same: adventurer position would simply be interpolayed between moves. This added granularity in movement also allows for more combat opportunities. Smashing an enemy into a wall for extra damage would be easy to implement, along with pushing around characters in tight spaces. The added granularity might even provide a framework for a more advanced fluid and physics system, with full rigid body physics.
« Last Edit: December 22, 2017, 12:17:19 pm by NEANDERTHAL »
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StagnantSoul

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Re: "Vector" movement: a great solution
« Reply #1 on: December 22, 2017, 09:27:26 am »

And a ton of lag.
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Bumber

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Re: Granular movement: a great solution
« Reply #2 on: December 22, 2017, 04:17:37 pm »

I was under the impression that units already have (hidden) positions within tiles, used for movement and velocity. You'll notice speed is indicated as a decimal value in adventure mode.

If you're suggesting units and items should be displayed unaligned to the tile grid, I must wholeheartedly disagree.

1. The cursor, and most of everything else, works on a grid. Trying to select something that's located between 2-4 tiles would be confusing.
2. It's a mess. If you think item clutter is bad now, wait until you can see it further scattered about. Figuring out what you're looking at is going to be like solving a captcha code.
3. There's no benefit for visibility. You can't display multiple symbols at once, because overlap would make them illegible. Performance impact would be terrible.
4. I personally prefer the look of grid-based "teleporting" movement versus sliding around everywhere. Usually you'd have sprites with movement animations. DF has symbols.
« Last Edit: December 22, 2017, 04:20:47 pm by Bumber »
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