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This isn't Sparta.

  • Writer: Kevin G
    Kevin G
  • Oct 25, 2017
  • 2 min read

Lately, I've been implementing one action after the next with little change to the game framework. The code structure/architecture is finally becoming more suitable and stable, but such is the nature of agile development.

The latest visible change is the inclusion of physics. Not only do I want 6DoF, I also want the physics engine to be used as much as possible. The latest incarnation of this is a crude example I created for the Kick action.

(note, the targeting selector is bugged and the character appears to be hitting the top surface for 2 extra points of damage.)

Combining physics with a turn based framework isn't without pitfalls. For example, what happens when a character lands on top of another? Sure, falling damage based on velocity/mass will be applied to both, but could such an event create a mountain of prone, unconscious, and dead figures? How the heck will they all climb off each other on their respective turns? And then, what happens when there is no room (empty squares) available to exit?

There are solutions to these issues, and some may cause frustrations to the player. I'm sure I'll still be musing about these details over the next year. I just hope the pay off is worth it

For example, imagine a 1 square wide pit with several guarding characters surrounding the top ledge. As a creature falls from above, all the guarding character get to attack once the falling creature is within reach. The creature might be dead / cut to pieces before it even hits the bottom..

This reminds me, I need to implement a gore and dismemberment system. IMO, no hero should be without limb loss.


 
 
 

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