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Movement

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Darkfire

Administrator
Administrator
P3D Developer
i am thinking that if we do free movement then not necessarily following traditional interact would be cool

interact spaces are now the lightest color
things can be interacted with if your interact space(which is dependant on which direction you are looking) and the item/trainer/etc's interact spaces overlap
the game would then turn both of you to face towards the other
 

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snoe

Active Member
i am thinking that if we do free movement then not necessarily following traditional interact would be cool

interact spaces are now the lightest color
things can be interacted with if your interact space(which is dependant on which direction you are looking) and the item/trainer/etc's interact spaces overlap
the game would then turn both of you to face towards the other
YES! i like that this way you're not getting all confused of why you suddenly started interacting with a sign haha!

now how about trainer battles and how they spot you. Lets say your diagonal from them and looking at towards them but not straight at them. will they interact with you then?
 

Darkfire

Administrator
Administrator
P3D Developer
they will look in a straight line from their collision points in what ever direction they are turned and if your collision points cross their "line of sight" then you battle the game would need to calculate however their movement to bring them properly to you maybe if we got the scale down to being 99x99 for each current square it would look good but less than 10x10 might look weird movement wise

nilllzz take alook at some of this and see if it might be usable?
its cool to shoot us down but some of these ideas might help with stuff in the current game?
 

MHDEN

Bug Catcher
they will look in a straight line from their collision points in what ever direction they are turned and if your collision points cross their "line of sight" then you battle the game would need to calculate however their movement to bring them properly to you maybe if we got the scale down to being 99x99 for each current square it would look good but less than 10x10 might look weird movement wise
And it all started with us just wanting sideways movement ...

"Disclaimer : I am NOT a coder .. please dont kill me for it ... what follows is only my personal opinion
and my litle knowlege i have from programming in C++ . I also may not understand what you are talking about and i am writing bullshit ."


Also i dont realy understand what you guys are talking . I am confused .
You are talking about center of character and all that for the encounters ... but .. isnt the characacter moving 1 BLOCK at a time .
Wouldnt just checking if the block the plaier is on has grass triger a chance of an encounter ?

And you said somthing about "line of sight" of trainers ... isnt that just the blocks directly infrond of him ?
and as i have understoud the game is based on actual game map, so if you changed the LOS of a trainer
and make it spread , that would mean you will have to fight EACH AND EVERY SINGLE ONE of them .
Also you will have to deal the calculation of the movement to properly come to you .. no .. just NO .
I dont think people want to fight every trainer there is in the game .
 

Darkfire

Administrator
Administrator
P3D Developer
this is a theoretical idea that may likely never be implemented
we are just tossing around ideas
It is much simpler than it seems but has no implications on the game as it is now
 

snoe

Active Member
MHDEN
basically this is what happens when you ask about side-stepping and messing with the natural order of pokemon. lol :p
 

MHDEN

Bug Catcher
MHDEN
basically this is what happens when you ask about side-stepping and messing with the natural order of pokemon. lol :p
.... The original Dev made a 3d 1st Person Pokemon game ...
Natural order was long gone and forgoten day 1 of the project .

Also Darkfire ... SIMPLER IDEAS NEXT TIME! :p
 

Darkfire

Administrator
Administrator
P3D Developer
it just seems complicated because i trying to come up with ideas on how to implement it
in actuality it would be much simpler to play
 

DracoHouston

Kolben Developer
Contributor
we don't have art for side stepping. turning is really fast in freelook too. a compromise might be possible though.i'll talk to nils about it.
then dont do it for third person .
1st person doesnt need artwork .
just do it fot 1st . thats what we realy want it for .
and the controlls will automatically change when we change from 1st to 3d .
that'd be awful and make 3rd person mode objectively worse than 1st person. i have a much better idea
 

DracoHouston

Kolben Developer
Contributor
This is a minor idea i had and am just seeing if it would be even possible(not even sure i would want it implemented even if it was)

make the grid really small(1/100 of the original?)
then allow diagonal movement
then make the entities take up certain spaces
have the character's actual position be in one small space(for calculating wild encounter etc)
but have collision be for the the full sized square to keep graphics glitches from occuring

(this idea could go into the main game)
also when trying to move diagonal the system could check the directions that are adjacent to the current square and if both of the sides that form the corner are blocked it will not allow passage.
i'm planning on just letting mappers auto generate a movement grid based on the map geometry that you can tweak, to get it out of the 'floor' class. it'd be basically a grid of points that know what other points they connect to and in what direction. strict rules could be applied to creating diagonal connections when auto generating to catch the places where diagonal movement would be cheating.

the points could be discovered by having a player shaped volume move around the map on the tile grid finding every vacant tile connected to a start location you set

havent even started on it though
 

K0rkki

Trainer
Darkfire
Did you really come up with this idea all by yourself? If that's so I'm glad to inform you that you have actually just reinvented a tire. This kind of free movement system is actually used in (some?) games. I have seen it atleast in Warcraft 3.
 

Darkfire

Administrator
Administrator
P3D Developer
Darkfire
Did you really come up with this idea all by yourself? If that's so I'm glad to inform you that you have actually just reinvented a tire. This kind of free movement system is actually used in (some?) games. I have seen it atleast in Warcraft 3.
I actually did :D
Great minds do think alike :)
 

DracoHouston

Kolben Developer
Contributor
Darkfire
Did you really come up with this idea all by yourself? If that's so I'm glad to inform you that you have actually just reinvented a tire. This kind of free movement system is actually used in (some?) games. I have seen it atleast in Warcraft 3.
wow you sure called him out!!! better watch out darkfire
I actually did :D
Great minds do think alike :)
http://www.codeofhonor.com/blog/the-starcraft-path-finding-hack
yeah its a sick solution if you have grid movement and no way to cram it into the maps you have. but i dont think we have to go that far ;) proper diagonal movement would suffice imo
 

Darkfire

Administrator
Administrator
P3D Developer
Darkfire
Did you really come up with this idea all by yourself? If that's so I'm glad to inform you that you have actually just reinvented a tire. This kind of free movement system is actually used in (some?) games. I have seen it atleast in Warcraft 3.
wow you sure called him out!!! better watch out darkfire
hey hey
this was an original idea that i though of when thinking of a way to use the grid system to synthesize free movement
 
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