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Smaller Tiles ??

Posted: Thu Apr 27, 2006 4:19 pm
by Monger
One of the common suggestions I hear on the forum is to slow down movement. The movement is a little choppy when you are running across the world at full tilt. So I was sitting around thinking about CF and what would make it better. I thought about going to a pixel based design, but then thought that would be too much of a change. Then I thought about dividing every tile into 4 tiles ( 2x2 ). Don't know how plausable this would be in the game, but here are my thoughts.

Pros:
Slow down movement by 50%
Smoother movement
Allow for greater detail
Allow for smaller monsters or characters. eg. Mice, ants

Cons:
Reworking all the maps, graphics, and everything.

So how difficult would a change like this be? Is it something to be considered for V 2.0?

Re: Smaller Tiles ??

Posted: Thu Apr 27, 2006 7:13 pm
by techolous
Please note that im not an authoritive source concerning the server and client code.
Monger wrote:One of the common suggestions I hear on the forum is to slow down movement. The movement is a little choppy when you are running across the world at full tilt. So I was sitting around thinking about CF and what would make it better. I thought about going to a pixel based design, but then thought that would be too much of a change. Then I thought about dividing every tile into 4 tiles ( 2x2 ). Don't know how plausable this would be in the game, but here are my thoughts.
Overall i like the idea, but it looks like it would be a lot of work.
Pros:
Slow down movement by 50%
Movement speed for a lot of things would have to be doubled, also i think the speed is fine for lower level players, its just gets too fast IMO at higher levels.
Smoother movement
Smoother movement would be nice.
Allow for greater detail
Allow for smaller monsters or characters. eg. Mice, ants
I would like to see mice that aren't as big as me for a change.
Cons:
Reworking all the maps, graphics, and everything.
The graphics would probably work fine in their current state (think multipart), though the archetypes would have to be redone (probably by a script) or the code changed to handle the old files. Reworking some archetypes like walls would be nice though, since then you could make spaces where only small monsters could fit through.

It also has a high chance of breaking compatibility with older clients. Finaly the map editors would have to be modified to acomidate this change.

There is also the issue of breaking stuff like the building code (some apartments, guild storage buildings, future land plot system), spells, gate-trigger mechanisms (pupland raffles), etc.
So how difficult would a change like this be? Is it something to be considered for V 2.0?
More like 3.0 IMO.

Posted: Thu Apr 27, 2006 8:50 pm
by Aaron
2.0 ++

if were gonna be breaking everything anyway, we might as well do a thorough job at it...

i guess you could make a test map of a measured size, then time your character as it walks across it, like a race. then mod the speed untill it walks at the speed of a human. then add a sprint button, ctrl to run, is it? and a stamina bar, so you cant run forever, but make it recharge qutie fast, at the expense of your food.