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Anko
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In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example, you: You are the red box in the image below. The green cells are presently visible to you (square field of view). You can move a distance of one tile in any of the eight directions.

If you move north-eastnorth-east, you will explore 13 new tiles (shown in blue). If you instead move southsouth, you will only explore 7 new tiles (shown in purple).

enter image description here

This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.grid with visibilities dependent on position

Is this possible to solve? Can it be made so thatHow can I make traveling in a specificeach direction isn't always moreequally favorable for exploring the most new tiles per turnexploration?

In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example, you are the red box in the image below. The green cells are presently visible to you (square field of view). You can move one tile in any of eight directions.

If you move north-east, you will explore 13 new tiles (shown in blue). If you instead move south, you will only explore 7 new tiles (shown in purple).

enter image description here

This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.

Is this possible to solve? Can it be made so that traveling in a specific direction isn't always more favorable for exploring the most new tiles per turn?

In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example: You are the red box in the image below. The green cells are presently visible to you (square field of view). You can move a distance of one tile in any of the eight directions.

If you move north-east, you will explore 13 new tiles (shown in blue). If you instead move south, you will only explore 7 new tiles (shown in purple).

grid with visibilities dependent on position

How can I make traveling in each direction equally favorable for exploration?

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Mr. Smith
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In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example, you are the red box in the image below. The green cells are presently visible to you (square field of view). You can move one tile in any of eight directions.

If you move north-east, you will explore 13 new tiles (shown in blue). If you instead move south, you will only explore 7 new tiles (shown in purple).

enter image description here

This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.

Is this possible to solve? Can it be made so that traveling diagonallyin a specific direction isn't always more favorable for exploring the most new tiles per turn?

In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example, you are the red box in the image below. The green cells are presently visible to you (square field of view). You can move one tile in any of eight directions.

If you move north-east, you will explore 13 new tiles (shown in blue). If you instead move south, you will only explore 7 new tiles (shown in purple).

enter image description here

This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.

Is this possible to solve? Can it be made so that traveling diagonally isn't always more favorable for exploring the most new tiles per turn?

In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example, you are the red box in the image below. The green cells are presently visible to you (square field of view). You can move one tile in any of eight directions.

If you move north-east, you will explore 13 new tiles (shown in blue). If you instead move south, you will only explore 7 new tiles (shown in purple).

enter image description here

This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.

Is this possible to solve? Can it be made so that traveling in a specific direction isn't always more favorable for exploring the most new tiles per turn?

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Mr. Smith
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In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example, you are the red box in the image below. The green cells are presently visible to you (square field of view). You can move one tile in any of eight directions.

If you move north-east, you will explore 13 new tiles (shown in blue). If you instead move south, you will only explore 7 new tiles (shown in purple).

enter image description here

This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.

Is itthis possible to remove this bias towards diagonal movementsolve? Can it be made so that traveling diagonally isn't always more favorable for exploring the most new tiles per turn?

In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example, you are the red box in the image below. The green cells are presently visible to you (square field of view). You can move one tile in any of eight directions.

If you move north-east, you will explore 13 new tiles (shown in blue). If you instead move south, you will only explore 7 new tiles (shown in purple).

enter image description here

This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.

Is it possible to remove this bias towards diagonal movement?

In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal movement?

For example, you are the red box in the image below. The green cells are presently visible to you (square field of view). You can move one tile in any of eight directions.

If you move north-east, you will explore 13 new tiles (shown in blue). If you instead move south, you will only explore 7 new tiles (shown in purple).

enter image description here

This problem arises because of the game-rule that diagonal movement (north-east) costs the same amount of turns as orthogonal movement (south); it's not solved by altering the field-of-view to be circular.

Is this possible to solve? Can it be made so that traveling diagonally isn't always more favorable for exploring the most new tiles per turn?

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Mr. Smith
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