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Message from discussion XCOM-like thin walls in Curses, iteration 2
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zaim...@zaimoni.com  
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 More options May 14, 11:17 am
Newsgroups: rec.games.roguelike.development
From: zaim...@zaimoni.com
Date: Wed, 14 May 2008 08:17:22 -0700 (PDT)
Local: Wed, May 14 2008 11:17 am
Subject: Re: XCOM-like thin walls in Curses, iteration 2
On May 14, 2:55 am, "Nik Coughlin" <nrkn....@gmail.com> wrote:

> <zaim...@zaimoni.com> wrote in message

> news:faad6bc7-93e2-4bb9-bfff-5e372f64d0eb@2g2000hsn.googlegroups.com...

> > I'm back to visualzing how to display XCOM-like thin walls in a curses
> > display.  My prior idea (UNICODE, magnify the squares and use box-
> > drawing along the grid lines) only looked good; it isn't playable on a
> > 24x80 console thanks to a pathetic on-screen view radius of 5.  So
> > that won't get released.  ["One main() To Rule Them All" is working
> > out very well emotionally.  Aside from having to convert
> > destroy_renderer() into an atexit handler to make the game survive the
> > Close button, it looks like it is going to work as intended.]

> > My best guess now is to focus on visibility:
> > * use bolded colors for squares in direct view
> > * use faded colors for squares not in direct view
> > * don't bother showing thin-walls directly (they manifest by chopping
> > off visibility).

> > This doesn't handle windows inset into walls gracefully, unlike the
> > UNICODE approach.

> Maybe it's not such a good idea but if you seperate off the right hand 24x24
> squares you could have a 5x5 magnified preview centered around the player on
> the right hand side showing thin walls.

I'm not sure what I was thinking of when I mentioned view radius of 5,
obviously.  Another thing I've been considering is multi-voxel
humanoids (to represent stand/crouch/prone)...that does make sense as
if the display scale is 3 yards/meters, with 1 cubic yard/meter
voxels, then I have a fairly reasonable representation. (5 square
radius takes 21x21, 7 square radius takes 29x29)

My prior comment was for a more traditional display scale.


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