Re: OT: Making a Game System (part 4: A Game World)
well as LDiCesare noted, pixels are just itty-bitty tiles. Turn based movement is simply a function of binning time into units. I already have formulas for computing pixel-based vector. I just pick a unit of time that is comfortable to play with (not too big, not too small) and split up movement that way.
So right now I have pixel speed per loop. I simply decide how many loops should be in a unit of time, and voila! turn based movement. A `movement' attribute is simply the number of pixels a unit can move in a single loop. So if I bin time into 10 loops each, a unit with a movement of 1 can move 10 pixels in cardinal direction; I use euclidean distance formulas (not Manhattan block), so moving diagonally would result in fewer pixels moved.
That said, I was actually thinking of doing real time.
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