My friend and I were considering making a tactics RPG style game, and we really wanted to incorporate both radial movement, as opposed to tile, and difficult terrain. Now radial movement in general is not a problem, but when you throw in the difficult terrain, I'm not exactly sure how you would account for the loss in movement area, and render that to the screen instead of a circle. Anyone have experience and/or know of any decent tutorials?
Thanks.
Radial Movement and Difficult Terrain
Page 1 of 15 Replies - 722 Views - Last Post: 22 June 2011 - 02:28 PM
Replies To: Radial Movement and Difficult Terrain
#2
Re: Radial Movement and Difficult Terrain
Posted 19 June 2011 - 03:57 AM
Probably better suited for Game Programming. Moving there.
#3
Re: Radial Movement and Difficult Terrain
Posted 19 June 2011 - 12:58 PM
ZeroSixx, on 19 June 2011 - 09:54 AM, said:
My friend and I were considering making a tactics RPG style game, and we really wanted to incorporate both radial movement, as opposed to tile, and difficult terrain. Now radial movement in general is not a problem, but when you throw in the difficult terrain, I'm not exactly sure how you would account for the loss in movement area, and render that to the screen instead of a circle. Anyone have experience and/or know of any decent tutorials?
Thanks.
Thanks.
Are you taking into account the height of the terrain as you move around it?
#4
Re: Radial Movement and Difficult Terrain
Posted 21 June 2011 - 08:41 PM
ButchDean, on 19 June 2011 - 12:58 PM, said:
ZeroSixx, on 19 June 2011 - 09:54 AM, said:
My friend and I were considering making a tactics RPG style game, and we really wanted to incorporate both radial movement, as opposed to tile, and difficult terrain. Now radial movement in general is not a problem, but when you throw in the difficult terrain, I'm not exactly sure how you would account for the loss in movement area, and render that to the screen instead of a circle. Anyone have experience and/or know of any decent tutorials?
Thanks.
Thanks.
Are you taking into account the height of the terrain as you move around it?
That's the plan.
#5
Re: Radial Movement and Difficult Terrain
Posted 22 June 2011 - 02:04 AM
So you need some kind of pathfinding heuristic?
Even though you are not using tiles you could still have a tile or grid based map and the cost of moving across certain tiles is higher than others. You could still move wherever but whenever a character passes over a tile its cost is added to the overall cost of movement and certain tiles have a higher cost value.
I think you can essentially just adapt the principles of tile based movement to allow any movement.
Hope that helps somewhat
Even though you are not using tiles you could still have a tile or grid based map and the cost of moving across certain tiles is higher than others. You could still move wherever but whenever a character passes over a tile its cost is added to the overall cost of movement and certain tiles have a higher cost value.
I think you can essentially just adapt the principles of tile based movement to allow any movement.
Hope that helps somewhat
This post has been edited by stayscrisp: 22 June 2011 - 02:09 AM
#6
Re: Radial Movement and Difficult Terrain
Posted 22 June 2011 - 02:28 PM
That's what I was thinking at first, but a problem arises when you start thinking about how to stop in the middle of tiles versus at the beginning or end of them, as well as diagonal movement. I think it's better to just use a float for position and Pythagorean to determine movement distance.
Edit: Now that I think about it, combining the two could yield nice results. However, visual representation will be interesting. Thank you!
Edit: Now that I think about it, combining the two could yield nice results. However, visual representation will be interesting. Thank you!
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