By mouse selectable cells? Looking forward to your game.But you both do know, that depended on the on the dots (vertices) distribution and the dimension the result can be a square or a hex grid or something else? What you both correctly described is that you can use Voronoi partition growth to a higher dimensional room than R2 or R3. Btw. Truncated octahedron (you aim here at the bitruncated cubic space-filling tessellation) cells have two different sides and therefore are do not regular, but at least they are uniform.Heh, also briefly thought about the Voronoi diagram - adapt the grid to any dungeon needsTruncated octahedrons, for 3d movement of course (in a mathematical way, they are the true hexagons in space). Some day I will make a game around this. BTW, they look like octagons from the top, and moving into the smaller squares means also moving up or down half a level. And also, they are the voronoi cells of the bcc grid.
That's true, but at least the "diagonal" movement distances here are not that different from the linear ones (sqrt(3)/2 vs 1) so they can be approximated as being the same (0.866 ≈ 1) for a game. Then you get 14 roughly equal neighbors instead of having 6 direct, 12 2d diagonal and 8 3d diagonal neighbors in a 3d cube grid. One disadvantage is mapping, however, you can't easily use a piece of grid paper anymore. Also, imagine moving in such a voronoi-blobber - how would be the control scheme?
That's what you get for going with "rigid blocks that physically block the path" model.One disadvantage of grid less TB is that it's less obvious what is blocking moves and what is not (Can I squeeze past these two obstacles / mobs / characters - will my tank block this doorway?).
Gridless.
Every gridless game I've played, including the amazing Temple of Elemental Evil, has resulted in a pixel hunt for positioning/aiming becoming the primary interaction. That's not what players should spend most of their time doing. If you have a counter-example, please provide it and why you think so many other games have failed to solve this flaw.
There is real and tangible value to the certainty, readability, and user-interaction benefits that a grid offers with regards to positioning, spacing, reach, etc.
That is fundamentally the problem that I find with RT vs TB games. It is extremely difficult to minimise losses in RTS and you fundamentally have to accept that you will lose units simply because you can't keep track of everything. TB, however, allows for precise placement of units that ensures maximum damage for minimum risk. On top of that, a grid system ensures that your placement is precise whereas a gridless system like FOT means that you can accidentally place the unit in the wrong place and end up with a dead unit. For example, you move the mouse a little too far and the bloody unit runs around the damned wall instead of running right up to it and stopping which means everyone and their mothers will open fire on the suddenly exposed unit. Opps! Although, I must admit that it is freaking hilarious when supermutants are involved as you can almost guarantee that you get multiple machineguns going off and rockets exploding everywhere.Imagine gridless chess. In realtime. With float-valued hitpoints for each piece. For me, it fundamentally changes the type of game from a tactical evaluation of distinct possibilities to something highly intuition-based, because it gets extremely complex. In RTwP, this often results in trying to slice up the problem into millisecond- pixel-sized fragments that are easier to understand.
I like a high degree of granularity. In space (grids), time (TB or phased), actor state (low scale of integer hitpoints and such) and actions (not too many similar spells, for example). Because it produces a feeling of control. And because the AI gets a chance to act intelligently by sampling a larger section of possibility-space.
Clearly, the best answer is "gridless with a grid". Provide a grid so that the player has a means of keeping things sane and controlled, but do not force the player to adhere to the grid, much like off-grid Sims furniture placement. By and large, the game can be played without leaving the grid as the grid is sufficient to cover the majority of usage cases, but if you come up with something really esoteric, you can go off the grid.the sane answer really is "gridless".
That is fundamentally the problem that I find with RT vs TB games. It is extremely difficult to minimise losses in RTS and you fundamentally have to accept that you will lose units simply because you can't keep track of everything. TB, however, allows for precise placement of units that ensures maximum damage for minimum risk. On top of that, a grid system ensures that your placement is precise whereas a gridless system like FOT means that you can accidentally place the unit in the wrong place and end up with a dead unit. For example, you move the mouse a little too far and the bloody unit runs around the damned wall instead of running right up to it and stopping which means everyone and their mothers will open fire on the suddenly exposed unit. Opps! Although, I must admit that it is freaking hilarious when supermutants are involved as you can almost guarantee that you get multiple machineguns going off and rockets exploding everywhere.Imagine gridless chess. In realtime. With float-valued hitpoints for each piece. For me, it fundamentally changes the type of game from a tactical evaluation of distinct possibilities to something highly intuition-based, because it gets extremely complex. In RTwP, this often results in trying to slice up the problem into millisecond- pixel-sized fragments that are easier to understand.
I like a high degree of granularity. In space (grids), time (TB or phased), actor state (low scale of integer hitpoints and such) and actions (not too many similar spells, for example). Because it produces a feeling of control. And because the AI gets a chance to act intelligently by sampling a larger section of possibility-space.
That is fundamentally the problem that I find with RT vs TB games. It is extremely difficult to minimise losses in RTS and you fundamentally have to accept that you will lose units simply because you can't keep track of everything. TB, however, allows for precise placement of units that ensures maximum damage for minimum risk. On top of that, a grid system ensures that your placement is precise whereas a gridless system like FOT means that you can accidentally place the unit in the wrong place and end up with a dead unit. For example, you move the mouse a little too far and the bloody unit runs around the damned wall instead of running right up to it and stopping which means everyone and their mothers will open fire on the suddenly exposed unit. Opps! Although, I must admit that it is freaking hilarious when supermutants are involved as you can almost guarantee that you get multiple machineguns going off and rockets exploding everywhere.Imagine gridless chess. In realtime. With float-valued hitpoints for each piece. For me, it fundamentally changes the type of game from a tactical evaluation of distinct possibilities to something highly intuition-based, because it gets extremely complex. In RTwP, this often results in trying to slice up the problem into millisecond- pixel-sized fragments that are easier to understand.
I like a high degree of granularity. In space (grids), time (TB or phased), actor state (low scale of integer hitpoints and such) and actions (not too many similar spells, for example). Because it produces a feeling of control. And because the AI gets a chance to act intelligently by sampling a larger section of possibility-space.
Step up your micro game!
At the moment, only personal use. No plan for commercialization.
For the A* this "3d cube grid" graph poses no problems and it might be more simple for human players than a bitruncated cubic honecomb, since the movement is more obvious in a square cube grid. But if it is not tested even once we don't know for sure the result.That's true, but at least the "diagonal" movement distances here are not that different from the linear ones (sqrt(3)/2 vs 1) so they can be approximated as being the same (0.866 ≈ 1) for a game. Then you get 14 roughly equal neighbors instead of having 6 direct, 12 2d diagonal and 8 3d diagonal neighbors in a 3d cube grid. One disadvantage is mapping, however, you can't easily use a piece of grid paper anymore. Also, imagine moving in such a voronoi-blobber - how would be the control scheme?But you both do know, that depended on the on the dots (vertices) distribution and the dimension the result can be a square or a hex grid or something else? What you both correctly described is that you can use Voronoi partition growth to a higher dimensional room than R2 or R3. Btw. Truncated octahedron (you aim here at the bitruncated cubic space-filling tessellation) cells have two different sides and therefore are do not regular, but at least they are uniform.