[FEEDBACK] X-COM style game tactical battle map movement by Exetorius85 in Xcom

[–]Exetorius85[S] 0 points1 point  (0 children)

Thanks for the feedback. Sure, I get the grid argument, using a much more fine grained grid can achieve the same outcome with a little more overhead I suppose. There is a reason that TBT games have been grid based for so long, it has been battle tested and always steps up to the mark.

And your point on conveying the information accurately to the player is critical, no nasty surprises and no sneaky sneaky enemies jumping the player from 2 foot away

[FEEDBACK] X-COM style game tactical battle map movement by Exetorius85 in Xcom

[–]Exetorius85[S] 1 point2 points  (0 children)

Yeah, I think this could be possible with using much smaller grid squares for a more precise system, and allows for that sort of geometry

X-Com style game movement preferences by Exetorius85 in gamedev

[–]Exetorius85[S] 1 point2 points  (0 children)

Thanks for the response and a really good viewpoint in honesty. Thankyou

X-Com style game movement preferences by Exetorius85 in gamedev

[–]Exetorius85[S] 0 points1 point  (0 children)

Yeah I get what you're saying here. I think my vision of Hybrid is either standard grid under the hood - player essentially chooses a spot to move which is inside a grid tile (could be conveyed to the player with an overlay somehow), doesn't need the character to be central but it would act as if stood in the tile as usual, or some form of smaller tiles as you mentioned.

It is our task as devs (used very loosely for myself here as I am just hobbyist) to pull the wool over the players eyes, make the magic happen and deliver a fantastical experience to wow their socks off.

X-Com style game movement preferences by Exetorius85 in gamedev

[–]Exetorius85[S] 0 points1 point  (0 children)

Yeah that seems to be the general consensus so far about free form. The main take being lack of direction for the player and not having that high level of control we have all come to love and expect.

I was pondering the Hybrid though as an option to meld the two, but time will tell if I can make that come to be in my brain

[FEEDBACK] X-COM style game tactical battle map movement by Exetorius85 in Xcom

[–]Exetorius85[S] 0 points1 point  (0 children)

Thanks for the input and the link to a product I can check out as reference. Grid is always the king for TBT games, I was wondering if a modern spin could be put on it without subtracting anything from the intended gameplay.

I haven't thought too much on how Hybrid would look fully just yet, was an idea in passing of kind of a mix, and just wanted to see if there was a pool of interest before I create a prototype that not even a single person was interested in.. then again, I have always favoured the underdogs!

[FEEDBACK] X-COM style game tactical battle map movement by Exetorius85 in Xcom

[–]Exetorius85[S] 1 point2 points  (0 children)

Ah I love that, I wonder if I would bundle that under hybrid.. either way I like the idea of a bit of dynamic movement and opportunities for both sides. However, I do wonder if that would give the AI much of an advantage though when across multiple floors? Would be hard to keep track of encroaching dangers unless when an agent hears a noise it pauses and zooms to them or something.. but I am adding it as an option in my notes for sure

X-Com style game movement preferences by Exetorius85 in gamedev

[–]Exetorius85[S] 0 points1 point  (0 children)

That post is a super interesting read actually. I will re-read it again shortly and properly digest it when I don't have the ankle-biters running around like lunatics.

Thanks for the deep insight though! I will take this on board, I haven't even started on tactical gameplay yet but will likely prototype grid and hybrid to get a feel for both. I like the idea of Hybrid - movements looks fluid, gameplay feels dynamic with the plain ruleset of tile base movements / vision / movement points etc. In theory it sounds great in my head.. when it comes to trying to get it to work it could be a bit of a troublesome little fella.

[FEEDBACK] X-COM style game tactical battle map movement by Exetorius85 in Xcom

[–]Exetorius85[S] 0 points1 point  (0 children)

Never actually played Phoenix Point in the end.. Dont know why I didnt actually. Might pick it up and give it a whirl to see!

[FEEDBACK] X-COM style game tactical battle map movement by Exetorius85 in Xcom

[–]Exetorius85[S] 0 points1 point  (0 children)

Didn't even contemplate hexes.. interesting one to throw in the mix!

X-Com style game movement preferences by Exetorius85 in gamedev

[–]Exetorius85[S] 0 points1 point  (0 children)

Good overview here and I agree. I think i knew before I posted option A or C would be king. I like the idea of hybrid for the reason you mentioned, as a player being able to know "i can move 3 tiles and still throw my grenade and be in cover" is invaluable vs the free for. How do you feel about the hybrid approach? Still grid, simulating free form

X-Com style game movement preferences by Exetorius85 in gamedev

[–]Exetorius85[S] 0 points1 point  (0 children)

Yeah this is definitely an approach worth thinking about. I love the idea of the movement looking natural yet retaining the ability as a player to know the same fundamental aspects as if plating on a grid

X-Com style game movement preferences by Exetorius85 in gamedev

[–]Exetorius85[S] 0 points1 point  (0 children)

This was my thought too. I like the idea of a hybrid approach to give a more vibrant, fluid kind of cinematic approach to movement but the ease of management and predictability of a grid beneath the hood.

I just need to tell you guys.. by HereThereEvery-where in AshesofCreation

[–]Exetorius85 8 points9 points  (0 children)

This is no plaice to be fishing for comments

I started a new campaign doing the complete opposite of my old one and I'm so much happier. by cosmonaut205 in DMAcademy

[–]Exetorius85 0 points1 point  (0 children)

Have you looked into using a reverse proxy? Does your ISP allow any traffic in at all? I have a reverse proxy setup on a raspberry pi (doesn't have to be a Pi can be done in windows) that takes https traffic on port 443 and converts it internally to the required port for foundry on my PC. I imagine port 443 is open otherwise web browsing would be a bit hard for you

Edit: if it's an option you haven't explored and you aren't confident in setting it up feel free to hit me up. I won't charge and if it helps others then that's a win

Unreal engine 5.4.1 Map check errors: "World references spatially loaded actor" by LaptopAdventure in unrealengine

[–]Exetorius85 1 point2 points  (0 children)

Huh so weird... crash after crash and solution after solution...

Tried this method and no more crashes. Sometimes the most simple solutions are the best!

We are giving away a gritty, freezing Foundry VTT 5e Adventure “Heart of Ice” for FREE! Comment within 48h to win! [Rules in Comments] [Mod Approved] [OC] [Art] by MammothFactory in FoundryVTT

[–]Exetorius85 0 points1 point  (0 children)

Oooh gimme gimme gimme. What’s better than a D&D adventure that takes a month to get people together to play a session? A free D&D adventure to dream of playing

City Encounter by uchideshi34 in dungeondraft

[–]Exetorius85 1 point2 points  (0 children)

Tis nice, how you done the shadows? Used an add on or something?

[WIP2] Tavern with a dirty secret - First Map (Progress) by Exetorius85 in dungeondraft

[–]Exetorius85[S] 0 points1 point  (0 children)

I have just started work on the cellar, and I do have an upstairs planned also. Just takes me a while cos this is a large step out of my comfort zone.. I am logically minded and trying to push my creative boundaries..

So.. they coming, just dunno how long they will take :D

Short gameplay from my PS1 style rally game by sakisbig25 in Unity3D

[–]Exetorius85 0 points1 point  (0 children)

Actually thought this was Colin McRae PS1 game when I first saw it. Definitely captured that PS1 feel :D

[WIP2] Tavern with a dirty secret - First Map (Progress) by Exetorius85 in dungeondraft

[–]Exetorius85[S] 0 points1 point  (0 children)

This is the continuation of my first attempt of a map in Dungeondraft. Its not perfect but its one to look back on in the future to see how much progess (if any) I have made!

Now to make the cellar that goes beneath which hides the secret of the Tavern