Line of sight

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  • Donald Jonker
    Knight
    • Jun 2008
    • 593

    Line of sight

    I still don't understand why *bands handle line of sight the way they do. The simplest, and most sensible thing to do, IMO, would be to make anything visible targetable. Until recently I assumed this was prevented for some vague benefits to the game's tactics. Then I played a few games of Crawl, which has better tactical depth and visible=targetable.

    Is it just tradition? Preservation of hockey-stick/antisummon corridors?
    Bands, / Those funny little plans / That never work quite right.
    -Mercury Rev
  • zaimoni
    Knight
    • Apr 2007
    • 590

    #2
    Even with the recent advances (Tyrecius' Permissive Field of View, RGRN/Roguebasin), I had a very noxious time implementing projectable==visible in Zaiband. (There are a couple of asserts that are disabled, as they are empirically harmless to fail.)

    Basically, V's line-of-sight calculations correspond only to what looks good; there's no paths behind it in the current implementation. The flag that is supposed to provide paths according to line-of-sight was never implemented, even though it looked like a good idea in 1997(?).
    Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
    Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
    Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

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