ido

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« on: February 08, 2008, 10:09:27 PM »
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?

stu

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« Reply #1 on: February 08, 2008, 11:35:58 PM »
I use octagonal fov.  square looks aweful
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ido

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« Reply #2 on: February 09, 2008, 12:20:32 AM »
I use octagonal fov.

Why not radial then? As far as I can see the two have exactly the same disadvantages.

purestrain

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« Reply #3 on: February 09, 2008, 12:37:43 AM »
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) ?

ido

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« Reply #4 on: February 09, 2008, 12:47:44 AM »
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.

JoshuaSmyth

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« Reply #5 on: February 09, 2008, 08:38:27 PM »
Radial looks better in my opinion.
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Gamer_2k4

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« Reply #6 on: February 09, 2008, 11:10:30 PM »
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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ido

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« Reply #7 on: February 10, 2008, 12:13:08 PM »
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.

Z

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« Reply #8 on: February 11, 2008, 12:16:01 PM »
Be original and write a hex roguelike with hexagonal FOV.

Anvilfolk

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« Reply #9 on: February 11, 2008, 05:04:28 PM »
Original? Try triangular
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Marvel

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« Reply #10 on: February 13, 2008, 10:12:49 PM »
Original? Try triangular
Good idea for 7drl! Does it implemented somewhere?

Anvilfolk

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« Reply #11 on: February 13, 2008, 11:38:00 PM »
No, unfortunately it was just a weak attempt at a witty remark
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Z

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« Reply #12 on: February 15, 2008, 12:34:42 PM »
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?

purestrain

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« Reply #13 on: February 15, 2008, 07:11:18 PM »
I think talking was about FOV only.

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