Thursday, May 31, 2018

Line of Sight

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.

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: