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Programming / Order of Execution In Turn Based Roguelikes
« on: August 07, 2020, 12:09:24 PM »
This discussion came up on a Discord I am on and the responses I received made it clear that many people don't consider this important - when in fact it is the difference between life and death in a turn based game.
Consider the Compass option. If a monster always looks at north first and east last when pathfinding then the player has an advantage when approaching from the east. Depending on the type of roguelike you are making, the order in which you look at adjacent tiles determines the outcome of all situations where a player's life hangs in the balance.
In a current project I'm using Clock - this mitigates some of the problems with Compass, whilst encouraging kiting from enemies. Though it's a little less predictable and less puzzle-like.
I'm posting this poll in the hopes to find out how people generally approach this problem and to raise awareness of what I think is a core piece of roguelike design. It affects the A.I. of all your enemies and the nature of all your effects.
Consider the Compass option. If a monster always looks at north first and east last when pathfinding then the player has an advantage when approaching from the east. Depending on the type of roguelike you are making, the order in which you look at adjacent tiles determines the outcome of all situations where a player's life hangs in the balance.
In a current project I'm using Clock - this mitigates some of the problems with Compass, whilst encouraging kiting from enemies. Though it's a little less predictable and less puzzle-like.
I'm posting this poll in the hopes to find out how people generally approach this problem and to raise awareness of what I think is a core piece of roguelike design. It affects the A.I. of all your enemies and the nature of all your effects.