[crossfire] Vertical map-tiling

Nicolas Weeger nicolas.weeger at laposte.net
Wed Jun 27 12:35:21 CDT 2007


> Did not post for long, but i was one of the devs who played along with
> this kind of thing:

Long time no see, glad to see you alive :)

> 1) There was a 'top' and 'bottom' map for each map, (tiles[4] and
> tiles[5]), this part is easy to do. Even the handling of empty space
> that would allow you to see ground bottom. Even handling loops in
> perspective was easy.

Some maps even have those linked maps, still.

> 1) to give correct perspective, client must shift bottom-right rendering
> of 'below' map, even more for below-below, etc. It's impossible to do it
> properly using the current used pseudo perspective, especially to match
> ground of level x+1 to walls of level X. The layering system used at
> that time made it even more difficult.

Maybe move 2 pixels top/left? Or some shifting effect? Map2 has unused bits, 
that could be used for that.

> 2) there is a problem with giant monster, they look strange in this
> laying out.

Can be fixed.

> 3) There was the technical problem of the falling and jump/levitate
> spell to handle (can levitate or fly allow you to go higher of one level
> above map? how?)

Then don't handle the case? Force mapmakers to have a barrier so the player 
can't fall? Note that this can be changed later to allow fall/jump/levitate.

> 4) There was the general problem of line of sight. Can a player/monster
> see someone on on level higher if he is distant engouh?

Can be decided after seeing what can be implemented :)

> 5) There was the problem of aiming monsters / player below you using you
> spell? (Can be forbidden but doens't look natural)

In a first step forbid that/don't handle that (regular "out of map" stuff)?



Nicolas
-- 
http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref 
de l'aléatoire !]
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