With the pathfinding working, it shouldn't have been too much effort to implement some player line of sight... and indeed it wasn't. Per usual, I'd say about 70% of the time required was due to dumb mistakes.
I does have a bit of artifacting around the corners caused by allowing for diagonal circle circumference points. I'm not sure, given the larger sight distance I plan on using, that I'll do anything further with that.
Hidden/discovered terrain also works, although it's turned off for the above demo. It does need to allow for the first view-blocking terrain to be discovered, though.
Now I have to decide whether I want to tackle the rest of map building, or try and flesh out the user interface a bit more to look like the eventual game product.
Thursday, May 31, 2018
Wednesday, May 16, 2018
Z Axis
So, in order to represent a ruined, post-apocalyptic city, you need properly generated vertical maps, I'd argue. I already had the generation part done some time ago (although it has a bug with doors past the first floor, as you may glimpse in the below GIF)
However, I don't plan to have inter-level interactions. Although it might be realistic to have someone sniping at you from the second floor, it'd be frustrating from a game play perspective, as you don't have a true 3D view. As demonstrated below, what I've done is made air transparent, and had lower tiles darken as they are further below you in Z levels.
After a bit of moving around, I move the camera up through the Z levels, and then down underground, below:
However, I don't plan to have inter-level interactions. Although it might be realistic to have someone sniping at you from the second floor, it'd be frustrating from a game play perspective, as you don't have a true 3D view. As demonstrated below, what I've done is made air transparent, and had lower tiles darken as they are further below you in Z levels.
After a bit of moving around, I move the camera up through the Z levels, and then down underground, below:
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