Implementing elevation

Published April 09, 2015
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Because I said in the last entry that I would likely not implement elevation as a gameplay mechanic, tonight I started on implementing elevation as a gameplay mechanic.

IUzheFR.jpg

GC can now climb up and down hills, as long as a given step is no more than one layer above or below his location (specifiable, of course, so that flying units can be less limited than groundies). The change was relatively simple: adding a layer to the hexmap to store cell height, and adding a simple check to getPath() that discards a potential path node if the elevation climb is larger than a specified maximum climb. Of course, the animation problem I mentioned in the previous post still stands. Right now, he "floats" to his destination cell, and it looks odd. Maybe tomorrow I'll implement a jump/climb/other type of animation and have the animation state switch to that if necessary.

All in all, I'm glad I decided to do this. It could open up some more tactical options and depth.
10 likes 5 comments

Comments

Ashaman73

It could open up some more tactical options and depth.

Do you plan to include a tactical combat mode ? It is already a tactical map we see or is it the world map ? I love turn based combat.

April 09, 2015 07:55 AM
JTippetts

That is the tactical map. I've sort of moved away from the idea of a world map. At this point, it plays a whole lot like a turn-based Diablo clone.

April 09, 2015 03:24 PM
MarkS_

Man, I wish you'd hurry up! :D This game looks amazing!

April 09, 2015 06:50 PM
Ashaman73

That is the tactical map. I've sort of moved away from the idea of a world map. At this point, it plays a whole lot like a turn-based Diablo clone.

Do you plan to add a whole party ? Like a warrior goblin at the front, protecting a goblin shaman while a thief goblin sneaks up from behind.... I don't need to mention that the last two games I bought were turn based tactical games :D

April 10, 2015 05:21 AM
JTippetts
There are party-ish features planned, but there will only be one goblin. You will have the ability as the game progresses to learn to summon or construct various utility units (such as the bombard cannon). I am still waffling on the permanence of such units, whether or not they should progress from map to map with you. My instinct says no, they should not. There's only so much room on a raft, after all. Ultimately, I do want to keep the feeling of isolation that comes of being a young goblin marooned and adrift in the wild seas. Having a posse of compadres would compromise that feeling, I think.
April 10, 2015 09:23 AM
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