shihonage
DEVELOPER
One unfortunate side effect was that since it wasn’t in our original design, we didn’t account for it from the beginning of development. We had already done tests and created our tile set sizes, including doors and surrounding props. We could have redesigned the size of the tile sets and doorways (which would have been a huge amount of work since we had grey boxed many of the levels) or look into other options.
Thought so.
Moving around the world in combat is much more free form. Your player won’t just follow the exact grid, which created an unnecessarily artificial look. They will take the shortest unblocked distance from the point they are standing to the point you are moving to. Movement is still calculated based on an underlying (optional on/off) grid and is displayed to you in your AP cost.
This will strike a blow to strategy element of turn-based combat. Either you follow a grid, and let player plan in grid-terms, or you have a mess.
Moving diagonally in the calculation costs 1.5 times as much as a straight movement. Do note that your speed attribute changes the AP cost used as movement for all characters, so the calculation is never very simple.
If the cost was fixed, then you just have 2 for non-diagonals, 3 for diagonals. But now it will have AP fractions? This is a problem that once again, interferes with player being able to think clearly. IMO a game should be designed in a way that deals with whole AP values only. No rounding, either. Just evade the problem entirely through changing how attributes work in order to limit AP calculations to basic addition and subtraction only.