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TIGSource ForumsDeveloperDesignGrid Based Movement
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JasonPickering
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« on: January 21, 2011, 06:26:55 PM »

Hey guys I have a question. I am making a Roguelike where you are in a vehicle. so as of now a player sprite takes up a 16x16 grid. the vehicle takes up a 64x64 grid. so do you base all movement off 16 x 16 and move the vehicle incrementally or do you move the character by 16 and the vehicle by 64. any thoughts?
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Oddball
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« Reply #1 on: January 21, 2011, 08:05:07 PM »

I'd say move everything by the 16x16 tiles. That would make the most sense to me. It's what you would do with a 32x32 sized creature.
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iffi
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« Reply #2 on: January 21, 2011, 09:02:22 PM »

I second using the 16x16 grid for all movement. I imagine that the using the 64x64 grid would make movement very jerky, and it would limit where the vehicle can go more than you would probably want.
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Breadcultist
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« Reply #3 on: January 29, 2011, 05:09:58 AM »

Keeping movement to the 16x16 grid will allow more fine-grained movement. Might be useful depending on your level design.

Switching to 64x64 will make your vehicle move faster in game-time. That might be one of the intended advantages to using the vehicle? (What kind of vehicle is it? If it's a giant turtle to ride then disregard this post!)

You could get both these effects by sticking with 16x16, and giving the player 4 more moves per turn.
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s0
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« Reply #4 on: January 29, 2011, 05:30:06 AM »

Quote
Switching to 64x64 will make your vehicle move faster in game-time. That might be one of the intended advantages to using the vehicle?

There's another important point to this: Normally, using a vehicle (or mount) is faster than moving on foot, but it's also generally harder to control your movement precisely (well, duh). Moving the vehicle in 64x64 increments would simulate that pretty well in a turn-based setting. You could also make changing directions take extra turns a la Battletech for added "realism" and to help distinguish the vehicle from on-foot movement more.
« Last Edit: January 29, 2011, 07:43:58 AM by C.A. Sinclair » Logged
SundownKid
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« Reply #5 on: January 29, 2011, 01:59:58 PM »

I would suggest keeping movement to the 16x16 grid and simply letting the player move more spaces per turn. Alternatively, you can make the player move more spaces in a certain direction. The problem with having a 64x64 vehicle is that it's more vulnerable to attack and can't fit in tight spaces, which is why some grid-based games make the vehicles the same size as everything else (e.g. 16x16).
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eigenbom
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« Reply #6 on: January 29, 2011, 03:25:12 PM »

I vote for 16x16 but add momentum. For example, if you drove two spaces north last turn, you have to drive at least one space north this turn (or it is automatically performed..)
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baconman
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« Reply #7 on: February 06, 2011, 09:51:44 AM »

I'd opt for a halfway point, move it by 32's, and have level design compensate for that kind of thing. You can also have a subcommand to move it only 16, or have it stop when it touches a wall, something like that. Having each move control 8 spaces is a clear enough advantage, isn't it?
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JasonPickering
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« Reply #8 on: February 08, 2011, 10:17:58 AM »

well the idea was that the sub itself was not faster, but safer. it protected the player, and had more air. the player had to venture out to go into small cracks though.
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