Monday, March 17, 2008

More on Combat maps

The internal debate right now is over combat maps.

1 - Do I blow up the existing map into the combat map, doing say every tile x3
2 - Do I load pre-made combat maps

Doing 1 is easy and hard at the same time.  It reveals the map layout (bad in caves/dungeons, but doesn’t really matter in towns or overland). The biggest downside is, it magnifies the map. The town maps use a simple tile scale. A door is 1 tile, etc. Suddenly you go into combat and the door is 3 tiles and a room might be 9x9 tiles. It might not sound bad but gives the wrong scale to the map. It sounds a lot more pedantic than it is.

One thing I remember doing in Pool of Radiance and Azure Bonds, when your in combat you can see the layout of the dungeon around you, which can be handy (you don’t see doors tho). The no door thing kinda bothered me, that suddenly in combat they all disappeared, but at the same time, I understood that this is what you get with the break between the map your playing and the combat.

Doing number 2 is really simple. I can pre-draw several combat maps, you know the plain grass combat map, the ship to shore type map, the cave map. This is the easiest method, but the downside is, what kind of maps do you have in towns? How do you represent the surroundings in the dungeon, if you have come down a crowded narrow corridor on all sides, you hit the combat map and its a nice open map with nothing like what you are really standing in..

I am leaning toward exploding the maps by 3 times right now. I may do some form of anti-aliasing so things are not so blocky in transitions.

That leaves randomness. Well except for town maps, all outdoor maps will have a random element, you know, downed tree’s, logs, rocks, etc. Dungeons and caves will have rocks, puddles and the like.

The dilemma there is putting a tree on the map… This is 2D, so you cant walk ‘behind’ the tree. The tree is in effect an obstacle. It wont obstruct view, and you can hide behind it, but should it obstruct missile weapons and magic? Magic is inherently.. magical by nature so you can explain that away. And hiding behind a rock should cover you from missile weapons…

There are a lot of edge cases. Its easy to see why in Ultima III, combat was just a plain grid of tiles, all grass or all floor or something, and your placed on one side, with one group of all-same enemies on the other. The smallest increase in complexity opens up such a can of worms.

Posted by Stu on 03/17 at 11:41 AM Permalink to this post.
Filed Under : ComputersDevelopmentFishguts
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