Temple of The Roguelike Forums
Development => Programming => Topic started by: ido on February 08, 2008, 10:09:27 PM
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I currently use radial fov in cryptrover, but am thinking about changing it.
Radial looks nicer, but causes all kinds on annoyances because it doesn't reveal the 'edges'.
Logically it also makes less sense, since diagonal movement in the game is not more expensive than straight movement.
Which do you think is better?
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I use octagonal fov. square looks aweful
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I use octagonal fov.
Why not radial then? As far as I can see the two have exactly the same disadvantages.
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I cant see the difference. The algorithm itself is responsible for annoyances, not the distance break condition. Does it a difference whether i break at ( (dx*dx)+(dy*dy) > 100) or (abs(dx)>10 or abs(dy)>10) ?
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Does it a difference whether i break at ( (dx*dx)+(dy*dy) > 100) or (abs(dx)>10 or abs(dy)>10) ?
Yes - in the first case you stop much earlier in the diagonal directions.
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Radial looks better in my opinion.
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It's up to the developer, I think. Square FOV is correct based on gameplay mechanics, but radial FOV looks a heck of a lot nicer. Also, I've been playing roguelikes for years, and I've NEVER heard a player complain about circular vision.
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Also, I've been playing roguelikes for years, and I've NEVER heard a player complain about circular vision.
I have :)
But then again, both the fov and time are quite constraint in cryptrover, so being able to see more is more critical than in a lot of rl's.
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Be original and write a hex roguelike with hexagonal FOV. ;)
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Original? Try triangular ;D
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Original? Try triangular ;D
Good idea for 7drl! Does it implemented somewhere?
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No, unfortunately it was just a weak attempt at a witty remark ;)
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How would that work, actually? From each triangle you can move to three other triangles? Or to any of 12 triangles which are connected by edge? How would missiles go?
Or, the player is living on upward facing triangles (which form a normal hex board), and the monsters are living on downward facing triangles?
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I think talking was about FOV only.
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Radial looks better, no doubt about it.
Personally I didn't bother with it in Lair of the Demon Ape - you can see as far as all edges of the game window if nothing is blocking your view. The square lit region doesn't look great on the map screen, but I don't think that's a major flaw, as you will only be looking at that screen intermittently.
I used radial for Potions of Earth Sense (magic mapping) because it looks better, even if it clashes with game mechanics. Also there is a small gameplay advantage, as wizards with a magic mapping spellbook cannot easily map out the whole dungeon as a grid.
How much does limited FOV add to a game? I'm not convinced it adds much - even if FPV is unlimited, a monster could still be lurking around a corner or behind an obstacle.
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Not having gotten the stage where I need FoV yet I'm probably not qualified to enter this discussion, but I have started to think about it as it is the next thing I'm implementing after I've finished the various dungeon/terrain generators.
I am planning in daylight for the character to see the entire map cell they currently occupy. (barring tiles that are obscured by something else like a tree or a monster or a tree monster on fire). But the FoV around the character comes into play during darkness/twilight/dawn and gradually shrinks in around you at which point it will become radial.
I like to think of diagonal movement as 1.414 times as expensive as orthogonal (based on triangles and the square root of 2 blah blah blah) and this lends itself to a more radial field of view than a square one.
Ultimately as the OPs movement is the same orthogonally and diagonally it comes to a question of functionality versus aesthetics.