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 I'm not sure what I was thinking of when I mentioned view radius of 5, > news:faad6bc7-93e2-4bb9-bfff-5e372f64d0eb@2g2000hsn.googlegroups.com... > > I'm back to visualzing how to display XCOM-like thin walls in a curses > > My best guess now is to focus on visibility: > > This doesn't handle windows inset into walls gracefully, unlike the > Maybe it's not such a good idea but if you seperate off the right hand 24x24 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. You must Sign in before you can post messages.
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