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Character collision box shape is not like original design #88

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giviz opened this issue Jan 13, 2020 · 2 comments
Open

Character collision box shape is not like original design #88

giviz opened this issue Jan 13, 2020 · 2 comments

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@giviz
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giviz commented Jan 13, 2020

Hey :)

It seems that you used squared 4 subtiles shapes for the character collision shape, which is not the same that is used in the original design :

Screenshot 2020-01-12 at 10 03 46 PM

Screenshot 2020-01-12 at 10 06 57 PM

Players and mercenaries are of size 2.

More on the different units size

That original design is better imo. Any reason for having a different one, or is it something that will be done later ?

Keep the good work, that's awesome !

@mofr
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mofr commented Jan 13, 2020

No real reason behind such implementation, so probably I will change it to the original one at some moment. Could you describe why the original is better?
What the difference between obstacle and collision boxes?

Thanks for pointing out and the nice resource link!

@giviz
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giviz commented Jan 13, 2020

It's better for how the enemies can stack around the player :

grid

Top left is your current 2x2 subtiles, while the bottom one is using the cross pattern.
As you can see, with 3 sizes of different units, the cross pattern make a lot more sense as more smaller units can stack around a bigger one.

Also, most of the game is designed around that cross pattern, be it for the light radius :
Screenshot 2020-01-13 at 9 19 43 AM

Or even the range of the weapons
Screenshot 2020-01-13 at 9 20 10 AM

And I fear that using an other collision box pattern will both force you to rethink all of those things, but will also make the game feel a lot different when playing.

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