General > Discussion
An idea for a roguelike (wishful thinking)
BDR:
"Lighthouse" syndrome?
Kornel Kisielewicz:
Yeah, one step, then turn all around :P.
Rabiat:
--- Quote from: cnsvnc ---Facing would be easy: One dot of noticeble color on the direction the enemy is facing (only displayed if enemy is visible though).
--- End quote ---
That's one of the initial ideas I came up with myself, and with your comment to back it up I guess it must have its merits. I was considering COV in favour of a single tile because it would allow players to determine the risk of being spotted. Of course if a guard is facing a wall an entire wall tile is colour-coded, which may look awkward. But I'll give this idea a try, and see if it works.
--- Quote ---Cone of view is tricky however. Maybe it can have two ranges like in Commandos. Cones can start with 3 dots and increase in width every 2 dot (or whatever). If you don't have 8 facings (cones could be difficult on good ol' dotted RL screen) and settle with 4, cones should be wider. Enemy comes to investige if @ is in outer range, sees @ and raises alarm at closer range. Only inner range is displayed, outer will be double/triple in range. Colored tiles is definitely the way to go.
--- End quote ---
Initially I'd like to go with a fixed range per guard, limited by shadow. Players on lit tiles are spotted from (say) 10 tiles away, or (say) 5 tiles away if they're in shadows, probably even less if the player is actively hiding. The cones would be anywhere from 90 to 180 degrees wide, using 8 facing directions.
Thanks for your ideas. As for your well-founded "if it comes out"; promises about releasing a game usually have little value. I'll see how much time I can spare, and I'll try and put perfectionism - a problem haunting many RL projects - aside so I can get some feedback on the actual result, however crappy it may be. ;)
--- Quote from: Kornel Kisielewicz ---Well, I can comment, that directional FOV was planned for AliensRL, but finally the idea was dropped as being unplayable, and suffering from the "lighthouse" syndrome.
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I can imagine it's absolutely unplayable if the player character has directional view. I'm now using circular FOV for the player, and I intend to use directional COV for enemies only. I'll make sure not to mention the game's "realism". ;)
zaimoni:
While AliensRL would be unplayable with directional FOV, stealth RLs can be playable with directional FOV. E.g., Urban Warfare ( http://common-lisp.net/project/lifp/uwar.htm ) (must either be on Windows or capable of building a LISP program). [Performance is...iffy, at best. This game can be won; I've lost more games to hangs than to guards.]
Urban War mitigates the "lighthouse problem" by making turning cost a significant amount of time. If you are sighted, turning to find who sighted you is lethal.
torch:
I didn't like the way the urban warfare map seemed skewed in a pseudo topdown isometric viewpoint that made pressing the down button (for example) move the character to the left every few steps. Not sure what the developer was trying to achieve with that.
I gave up after a couple of games.
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