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I got kind of ahead of myself, but you can implement jumping in 8 directions - which leads to wall jumps.
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yeah it's pretty fun, by adding the Z element, you can also implement wall jumps, and also hanging and strafing on ledges like a classic stealth game.  The place I got stuck at is implementing NPC's to handle the changes in elevation :/

I tried my hand at strategy games, and implementing a point and click pathfinding - is difficult and requires an advance algorithm.  But in the end it's accurate and the code isn't too much.  Dajisktra's I think was the name of the algorithm.
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  • Joined: Oct 19, 2009
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Terrain ID's can do so many things here's to name a few:

another thing you can try out for yourself is making a psuedo 3d engine using the terrain ID's.  The terrain ID's correspond to the height of the coordinate.  with some coding, when you approach an edge you may fall off the cliff.  Done it myself, the engine is lost.

another thing with terrain ID's turn them into paths, that the NPC's can have a choice to take when it looks around.  so it's not just simply following orders of going up and around, but now it has some life to it.

one other thing use terrain ID's to indicate hot spots, say there's a hotdog stand, if an NPC is randomly walking around and find to the left of it is a hot dog stand, it can interact with it somehow.  Depending on the action you give it, you could have the NPC rob the hotdog stand, or another NPC buy a hotdog, or another NPC pee on it.  And you can give random drawing to just ignore the hotdog stand, so it's not like the NPC's are robots who need to consume every time they see a hotdog stand.

Terrain ID's are good stuff.