[quote=“Kevin Granade, post:6, topic:5733”][quote=“Cat09, post:1, topic:5733”] ___
|@#| here we have a very small car, like a smart car, just 2 tiles wide by 3 long, with 4 seats and (2) trunk tiles. the lines are either
|##| doors, walls, windows, or windshields that have been placed on top of the same tile as the seats and trunks, which have in
|TTT| turn also been placed on the floor.
adjacent tiles that block the same cardinal direction would need to somehow block the diagonals between them (East on top of East would need to block the SE of the top and the NE of the north.)
I know it would be a big change, and people may not like it. It would certainly make some of the sizes and distances of things better though.[/quote]
That’s not a 2x3 car, that’s a 4x4 car. (actually the last row is 5x wide??)
This is exactly the point, we don’t have characters to draw, “Player with walls to north and west”, it’s simply not possible within the drawing framework we have. If we were to discard curses (which we’ve stated many times we are NOT doing), we could maybe draw walls on the edges of tiles or something similar, but as you point out, that would require rewriting at least half the game, you might as well start over at that point.
To be productive though, it might be possible to have “implied but not drawn” walls for vehicles in particular, which seem to be the main pain point at issue here. I’m not totally sure how that’d work out or look, but it’s at least possible with the tools we have.[/quote]In Dwarf Fortress, when navigating the overmap, the player sometimes is unable to go in some given directions due to buildings or terrain. When the player is in position where his movement is limited, a little 3x3 window pops up in the corner, showing where he can and can’t go.
Depicting such walls at range is a different matter, in all likelihood, but if it’s used primarily for cars - could cars have “outside” and “inside” versions of their graphics? I.e. when you look at a van from the outside, you don’t see its 3.5L V6 engine, the lighter under its driver’s seat, and the meth lab in the back. You see the boards, the quarterpanels, the doors and the windshields. This “outside” view of the car is what determines how things from the outside interact with the car, so why not use it? Once the creature “steps inside” via a door or a broken panel, the “inside” of the vehicle now determines the pathfinding, and the creature can interact with stuff on the inside.
So a typical tiny car would look like this from the outside:
code┌┐
++
└┘[/code]
And like this from the inside:
HH[/code]Engine parts up front, seats in the middle, trunk in the back.
Wheels would be part of the “outside”, so that a wheel can be smashed without entering the car, while the engine would be “inside”, and would only start to get damaged when the panels surrounding it are destroyed.
Think this could work?