So, I've been thinking about this for a while and I can't quite decide what to do. I usually play RPG's and Action RPG's, and thus most projects I work with are of that type or similar; no racing games or anything like that.
That being said, the question arises, should I allow diagonal movement in my games or not? I usually do not like how it looks or works in the games I've played on BYOND, so I've been leaning on not allowing it, but then the problem comes up of how to remove it properly?
I'm not that experienced, but I know enough to of searched this quite a bit, and looked into stuff like modifying client/Move(), or client/Northeast, etc. I've also considered simply overriding the default procs like step_rand, but the problem is that unless I override or make my own version of all the step procs then that would all only work for the client AKA players.
I dislike that, because if the players cannot do it, why should the enemies and such be able to? I do think projectiles should be able to, but that is about it.
I also read that modifying atom/movable or similar is a bad idea, so I did not forget to check that either. Anyway. This post is getting too long, and I think that covers the details, so should I allow it or not? and if I disable it what would be the best way to disable it for all mobs instead of just players?
ID:804423
Jun 8 2012, 2:13 pm
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Poll: Should Diagonal Movement be allowed in RPG's?
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#1 Jun 8 2012, 2:20 pm
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It would be much simpler to just use the main four directions, but if you can pull it off and get "diags" to work just as good as the other, then I would say yes. - Maybe.
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#2 Jun 8 2012, 2:21 pm
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What type of combat or RPG type is it? I clicked "maybe", because in my opinion it depends on whether it helps or hurts the type of game your making. If you really dislike it and whats holding you back it the programming involved with removing it, don't let the work involved in removing it hold you back and just create a post on the developer help section to ask what might be the easiest way to complete your task.
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In this case, and most cases I deal with, real time combat. As it stands you can only attack a mob you are facing directly, and enemies attack via bumping, so it seems like it would hurt more than help in this case.
I'm not sure though. I know a lot of people who are gonna be playing it are use to having access to all 8 movements, not just north/east/south/west, so it would be an adjustment for them to go without it. I suppose developer help would be the better option for my how to question, though. I guess I'll tackle that if it comes down to just the programming. | |
#4 Jun 8 2012, 3:27 pm
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Rogue-likes have bump attack and they allow 8 directional movement.
Don't try to reinvent the wheel because you don't like how many spokes it has. | |
Jazztoken wrote:
Rogue-likes have bump attack and they allow 8 directional movement. Maybe I want it to be a different color >:3 | |
#6 Jun 8 2012, 4:03 pm
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If you want to still be able to use procs like step_to or walk_to, here's a snippet that'll limit them to moves in cardinal directions only.
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#7 Jun 8 2012, 4:37 pm
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@ Jazztoken: Well, I can see your point, but to be fair those games also usually have icon states for those directions and what not; so it tends to look better and more usable on them.
@ Forum_Account: Ah, brilliant! You have no idea how much I google searched to try and find something like that to give me some idea of how t do it, hah. Now I can at least work this out. Still debatable whether to allow them or not, though, so any additional votes and opinions are welcome. | |
Forum_account wrote:
If you want to still be able to use procs like step_to or walk_to, here's a snippet that'll limit them to moves in cardinal directions only. Yay for bitflags! | |
