CosyClub / ProjectTempo

Rave Cave, A rhythm based MMO where players rock out together!
3 stars 0 forks source link

Rising floor instead of falling walls #178

Open qqii opened 6 years ago

qqii commented 6 years ago

Unless the camera was very high up the walls blocked the buttons in the testing day demo.

A quick feature to solve this could be rising floors, but this would require better movement checking code. It's also about time that we use a better format for our maps as it's becoming evident that a bitmap doesn't contain enough information to effectively store what we need.

Thoughts @grant-m-s?

AnthonyWharton commented 6 years ago

What do you mean? Walls that rise as you move up to them? I'm not sure if I understand, but from what I've gathered from this, it doesn't feel like a) that would feel that good, or b) particularly worth the effort at this late stage in the project.

I think the real issue here is better level design.

qqii commented 6 years ago

Current a "wall" goes from height 5 to height 0, but that blocks what is behind the wall. Instead a "wall" can go from height -5 to height 0, solving that problem.

AnthonyWharton commented 6 years ago

Does that mean that we need to move every scene node on the map when the floor rises? Seems like that will introduce yet more performance issues?

qqii commented 6 years ago

You can default tiles to have height 5?

AnthonyWharton commented 6 years ago

I have no idea how that answers what I asked, sorry.

jnterry commented 6 years ago

I think qqii's idea is that rather than having walls block the players progress you have ditches that the player cannot cross.

When triggered those tiles move up to the level of the floor in order to close the gap allowing the player to walk across what used to be a ditch.

Performance wise it should no different, and code wise it is a minor change.

In fact, there is no reason I can see why we couldn't have both walls and ditches (except that it may be more confusing to the player) - regardless, as long as the buttons and floor tiles that it affects are both visible simultaneously I see no advantage to using ditches - this is a level design thing.

qqii commented 6 years ago

The only change that is required is to stop players from moving if their target tile is too low, the animation works as is (master).

qqii commented 6 years ago

Done in #193