CypherAlmasy
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Okay, this one's a tough one. I need some help, but it's not with syntax or anything. For my game, I need to come up with an algorithm for a movement system similar to a lot of tactical combat games, a la FF Tactics. The problem, in the best words I can explain it, goes something like this: imagine you are standing on a square in the middle of a chessboard which spans indefinitely in all directions. A booming voice from above tells you to move up to x number of squares and end up standing on another square. In that case, you end up with the familiar diamond-shaped movement pattern that most players of games like FF Tactics and Vandal~Hearts are familiar with. However, when you throw in obstructions, things become more complicated. I need a way to cycle through all possible movement options and check which ones are possible. I've tried looking at structures like trees, but I have no idea how I would implement such a thing in Verge or anywhere else. Anyone have any ideas?
CypherAlmasy
P.S. I will probably be releasing a tech demo of Project B.O.B., my latest and most ambitious Verge project to date, pretty soon, possibly before next weekend. It's going to be the skeleton for a V2 battle system that (hopefully) will be able to be dropped into a V2 game without causing a whole lot of difficulty. I can assure you (with some certainty, but still don't take my word for it) that it's not like any Verge battle system you've ever seen before. Keep your eyes peeled!
"If any of you step out of line, I'll promise to kill you in the name of T.G. Cid too. I'm watching you. Especially you over there, elfy." -Orlandu
Posted on 2001-11-09 10:16:36
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