Author Topic: View of a Scrolling Dungeon  (Read 28516 times)

BirdofPrey

  • Newcomer
  • Posts: 31
  • Karma: +0/-0
    • View Profile
    • Email
Re: View of a Scrolling Dungeon
« Reply #15 on: November 25, 2009, 03:59:48 AM »
I was thinking of keeping it consistent in just centering it at the average of enemy positions on the screen, making sure all currently visible enemies are visible on the screen. I would include an option to just have it centered on you though, crawl-style.

Cirrus

  • Newcomer
  • Posts: 3
  • Karma: +0/-0
    • View Profile
Re: View of a Scrolling Dungeon
« Reply #16 on: December 02, 2009, 03:52:01 AM »
Centered on the player seems like the most stable option.  If it auto centers on the player and visible monsters, it could get pretty jumpy in certain situations, such as constant blinks.

Etinarg

  • Rogueliker
  • ***
  • Posts: 424
  • Karma: +1/-1
  • Idea archivist and game tinkerer.
    • View Profile
    • Gedankenweber Blog (German)
Re: View of a Scrolling Dungeon
« Reply #17 on: December 02, 2009, 09:19:04 AM »
I, too, think that moving camera in a roguelike just adds confusion to the player. Highlighting objects/monsters with the cursor should be better.

My personal favorite is centered, too. if performance is an issue, having a "region" within the player can move without scrolling, and once the pc reaches the region border, the view is rebuilt with the pc in a better position, is alright, too. How big this region is, and what exactly is a "better position" depends on the game and the display device, I think, there won't be a general rule.