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on playtechs.blogspot.com...car movement is to go fast. I've been thinking about scales, to try to figure out what will push the player to go...
...Of course, the player could have been deliberating and end up pressing a key immediately after the speech pops up, so this may just...
...I'd been thinking about having sidekicks whose movements could be planned out ahead of a heist to some extent. The benefit would have...
...car movement is to go fast. I've been thinking about scales, to try to figure out what will push the player to go...
...Also, you cannot change your movement direction unless you're adjacent to a wall or other mass.
I mocked up movement for the player...
I mocked up movement for the player...
(map 'map-leader-test.tga')
(player (pos 17 12))
(torch (pos 19 11) on)
(torch (pos 19 13) on)
(torch (pos 46 34) on...
(player (pos 17 12))
(torch (pos 19 11) on)
(torch (pos 19 13) on)
(torch (pos 46 34) on...
...harder for the player to predict how units will behave. Predictability is important for my game.
This kind of sequential movement also means that...
This kind of sequential movement also means that...
...I also require “use” style movement when entering terrain types that hide the player (water, tables, bushes) because I thought people might be confused...
...I have tried summing the player's movements over a window of a few turns and if the resulting vector falls below a threshold...
...Also, you cannot change your movement direction unless you're adjacent to a wall or other mass.
I mocked up movement for the player...
I mocked up movement for the player...