4 ms·
Handling a single entity (eg, a city) that occupies multiple tiles is a classic problem in grid-based games which blows up a lot of naive approaches, it's cool
by TillE 6y ago
Handling a single entity (eg, a city) that occupies multiple tiles is a classic problem in grid-based games which blows up a lot of naive approaches, it's cool to see people writing about very specific issues like this.
- onlyrealcuzzo 6y agoIs there a TL;DR of why this is so tricky?
- yathern 6y agoThe article talks about several issues, such as: - Pathfinding when taking up more than one tile - Area-of-effect (is damage multiplied per tile?) - Collisions (particularly if the entity is not square/rectangle) - Visibility
- deleted 6y ago[deleted]
- shultays 6y agoHonestly none of those sounds particularly challenging. The hardest is probably the path finder but even that is just 1 tile patfinder using a corner of your square except now you need to check more squares if you are able to move in a direction. But combined together, those and many other small code & design issues add up and becomes a pain Imo the reason why roguelikes dont add them is simply because it adds very little value comparable to head aches it can cause
- jerf 6y ago"Honestly none of those sounds particularly challenging" Individually? Sure. Together? Kinda rough. Interacting with every other system you've ever put into your game and with every other system you ever will? Yeah, it can be challenging.