Its not easy to decide how they should move. So I would like to ask you.
1) Perhaps only add diagonal movement
2) add some walk around obstacle code
3) combine straight and diagonal movement
4) your idea here

This is a good idea, but it is limited by the monster areas. Monsters have an area they cannot exit.kendraso wrote:Is it possible to apply agro? So they come to us, like certain mobs. And then some try and run away?
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You mean they would pop up if the player is on one of the adjacent fields?Countvlad54 wrote:Dig for some underground creature would be a nice touch.
IMO too much.qTzal wrote:On making monsters work different/better:
ignoring for a minute the work involved -
How much of a burden would it add to the overall program storage size, running memory usage and run speed/lag time for monster handling to done outside the maps?
In this manner monsters would not be tied to a defined spot and could be given more realistic(fun) behaviors.
Ok, so I'll admit to prior experience programing (C, C++, pascal, basic, VB, assembler) and that I really wasn't thinking that big. No where near that big.Samuel wrote:a) memory: You would need every map available in memory. (to know where monsters can go and where are obstacles [tiles would not be needed, this would be a no go.])
True. I would expect that active monster positioning only needs to be calculated on the map that is currently occupied: see my attention span crack above.Samuel wrote:b) running speed: We currently have 280 maps with around 10 to 20 monsters on each of it. I think the world will get up to 750 - 1500 maps.
So we will need to calculate over 10000 movements each second. (thats not very much, but the worse thing about it is: it needs random access to the map obstacles which will probably slow it down because of paging)
No doubt.Samuel wrote:c) If in addition to (b) the movement code would need some adjustments (like chasing or something like this) then lag will come for sure.
In addition to point c) I see a schism forming in development paths that lean towards a more authentic "Rougelike" experience or a "Gold Box" Pools of Radiance like experience. Andor's Trail definitely looks like it could easily move towards a Gold Box level playing experience, especially when phones about as slow as my Droid 1 die off.Samuel wrote:I fear we will loose the slow phones from it.