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Post by croberts on Feb 23, 2016 18:31:58 GMT
First off let me say thanks a lot for your extremely extensive and awesome tactical RPG tutorial. I have learned a lot from it.
So, I'm not really here to ask for a tutorial or anything, but rather a discussion or perhaps some incite on the following topic.
Here is what I'd like to accomplish: to be able to create overhangs, bridges, etc on a board. They way the board is created is if no tile exists on that Point, it creates one and then the height (or y scale) of the axis is set. Thinking about this I see a lot of potential problems adding things like overhangs.
a) How does one move the selection cursor while playing to game? If on the lower level, would it move to the upper? Or perhaps the only way to select the higher point on the map is to build a linear path up to the higher levels? That way the cursor itself essentially climbs up the path to the higher levels, and the cursor would not jump down to the lower level unless traveled back down the path.
b) Should we then perhaps change the board into a 3D structure of cells, instead of giving each 2D cell (or Point) a height value. This way the height is always the same, and the gaps are easier to detect with the board. However, the trade off is more tiles, which means more memory. Hard to say how much this would effect the performance, but it definitely something to be concerned about.
These are the two overall lingering issues I can foresee with dealing with a more complex board. I'd love to here your insights on the matter if you have the time. If you need more information or details please let me know.
Cheers, Chris
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Post by Admin on Feb 24, 2016 15:40:02 GMT
These are some great questions and give a lot to think about. I don't think the board as I have implemented it would be a good fit for a 3D board with overlap as you have described it.
Currently the cursor is easily able to be moved because of the grid-like structure of the board, and since you have overlap, pretty much everything would need to be re-designed.
Here is what I think I would do. I would create a system where each tile linked to 1 or more neighbor tiles. These links would not be auto-calculated by coordinate position, but by manual connection. All of the neighbor links would be saved by the tile itself. This would allow you to have any kind of overlap you wished, it could even allow things like teleport locations.
If I were going this custom link route I might do things like have the link hold information on the kind of traversal - walk, jump up or down, teleport, fly, etc, which would be used for animation hints, and I would also add information like direction so that I could give hints to the cursor system. Ideally there would only be up to 4 linked tiles so that you could still easily have the up-down-left-right navigation, but depending on your input you could also support diagonals.
Since each tile would know its neighbors the pathfinding system should be relatively easy to adapt.
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Post by croberts on Feb 24, 2016 18:56:42 GMT
Thank you for the quick and rather insightful reply.
The only question I have is about the "have the link hold information on the kind of traversal" bit. What exactly do you mean? Shouldn't the way the character traverses to different heights be determined by the character and not by the tile? For instance, what if the character can't fly, but has an appropriate jump height to make it up to the destination tile. The tile says to traverse by flying, but the character doesn't have that ability (or animation).
I could definitely be understanding the scenario wrong though.
Cheers, Chris
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Post by Admin on Feb 24, 2016 23:18:15 GMT
You're not wrong, the character ultimately must decide the way to traverse between tiles. However, in your case the board also will have certain restrictions. For example, large units may be too large to walk under a bridge, or certain links between tiles may only be accessible through flying or teleportation. Based on those hints, the individual character can decide whether or not they can navigate the given terrain.
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Post by croberts on Feb 26, 2016 8:21:23 GMT
Ah,okay. I gotcha now. Thanks again for your insight. I'll check back here periodically in case you have more to add.
Cheers, Chris
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