Serus
Arcane
Good post..HOLD THE PRESSES. This game is using SQUARES, instead of hexes? Atomboy... too much time sight seeing in Chernobyl? What gives? How are you addressing diagonal movement, or are we in for another Dead State zig-zag fest?
Technically, if the game uses a TU system with big enough numbers - squares are even more :monocled: than hexes (it's easy to implement 8 directions instead of 6).
In terms of distance, 1 square diagonal movement is sqrt(2) times longer than a straight line movement. sqrt(2) ~ 1.4, so if your TU scale has enough total TUs for movement to cost, for example, 5 TU per square (out of 50 TUs total), you can implement diagonal movement without issues (with sqrt(2)*5 ~ 7 TUs per square movement cost). Of course if you use fallout's TU system - with 5-10 TUs total, it's hard to implement a proper TU cost for diagonal movement. If straight movemenet, for example, costs 1 TU per square, using the same cost for diagonal movement will make moving in straight lines meaningless - you can move 1.4 times cheaper by going diagonally. (If you played 1990's King's Bounty or some rogue-likes with square grid, you know what I mean), and if you make diagonal move cost 2 TUs per square - it's just the same as making the player move in straight lines only.
Even 2 TUs for straight movement vs 3 TU for diagonal might be a good enough approximation if you really want to have low amounts of TUs in your system. You loose only a few % of speed by going diagonally in that case (1.5 TU for ~1.41 worth of distance) which might be close enough*.
What roguelikes are you referring to ? Classic roguelikes usually have more complex systems for movement and actions and they also usually don't use sequential turns but some variation of clock-based ones.
*Wasn't that what some HOMM games did on main map ?