[quote=“Coolthulhu, post:2, topic:11050”][quote=“sparr, post:1, topic:11050”]What if movement inside a skewed vehicle was also skewed?[/quote]How would that work?
Say, in your example, you’d like to move from F to B. This is possible in unskewed. What about skewed?
Would that result in teleporting over a tile?
How would it be handled from controls? Would pressing ‘7’ (north-west) do the redirect? What about ‘8’ (north)? Would it move the player north or north-west?
What would happen on movement into the vehicle in cases where it isn’t ambiguous? Like from x to E in skewed. How would player be informed of that?
This sounds hard to implement and confusing, especially in curses mode.
The tile idea sounds solid, but I don’t really see how could the mechanics part be sensibly implemented.[/quote]
Moving from F to B would be a single press of ‘7’ in both situations. Movement would take you to the same vehicle part in a skewed vehicle as in an unskewed vehicle aligned on the same major axis. Yes, this would result in you teleporting past a tile on the main grid, but that would be entirely transparent to you, since the vehicle would be visibly skewed as well.
Off the top of my head, ambiguous diagonal movement into a vehicle would be handled internally by simulating a move “into” the vehicle first along an orthogonal direction, then a move along the vehicle axis. So in the skewed example, moving north from x would go to D, and moving northeast would also go to D because it would be processed as east (into the vehicle at G) then north (along the vehicle axis, which points northwest). I think this would end up feeling pretty intuitive. It may make sense to highlight/outline the player’s movement neighborhood.
I really only intend for this to happen in tiles mode. Think of it like the Realistic Distance option, in terms of changing how movement works only for some players.
[quote=“Jokehats, post:3, topic:11050”]It sounds like your semi-unsticking the vehicle from the tile grid and then moveing it around off of the grid. This sounds ok, but I can see some issues. when you try moving from the vehicle to the terrain, how will that work? For instance, if I park my car 1 and 1/4 tiles from my loot stash, do I have to move my loot stash one tile over and then into the tile? Is the car’s cargo area occupying the 3/4 of a tile it just barely gets over onto, or the other 1/4 and then the rest of the car taking the other 3/4 part? It makes sense for driving I think, but it might cause problems when moving items/players from the car to the world.[/quote]The vehicle tiles will still actually be stuck to the world tile grid, they will just be drawn up to 1/4 of a tile off center for the world tile they occupy. It shouldn’t ever be visually ambiguous which vehicle tile occupies which world tile, except perhaps for vehicle part sprites that are very small (like outboard mirrors) and already only occupy a small part of a tile. Moving in and out of the vehicle in ambiguous circumstances will both work as I described for Coolthulu just above, unless a better solution presents itself.