01-09-2015
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27
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Banned
Join Date: Dec 2012
Posts: 2,511
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The movement is not grid based in theory as there are no defined grids in the code. However the system does replicate some of the well know types of movement systems out there (notably Pokemon which is grid based). I'd also like to point out that the collision detection system not grid based either, but it functions based on the player's position in comparison to the game object's, the small algorithm that deals with that is pretty widespread among the dev community so it was simple having it implemented, also, all the objects that should collide with the player are added to an objects array where they are then plugged into the algorithm so it's relatively simple to add or remove these objects from the code.
As far as weapons go, I haven't worked out the details entirely which is why they will most likely not appear in the first release. I do feel that maybe adding a second level with enemies/monsters might do the trick and make the game more interesting. But I'll have to see about that. Don't get me wrong though, they are definitely in option, I'm just looking for a good way to include them without having to add too much along with them.
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how about another world where monsters attack whilst you gain, requiring weapons for defense and you get more more than normally.
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