Ah okay, it seemed a little clunky to me too, so mission successful.
The only problem I could find with digital field of view are its shadows around pillars - they don't expand on the hori/vert but they expand quite noticeably on the diagonal. I prefer expanding shadows; more than that, I prefer roughly consistent (i.e. similar) pillar shadows from all directions. This is also my basic complaint with your original and modified proposals.
I don't think single pillars can be reasonably removed from Angband's dungeon model, and for consistency's sake, I feel they should have similar shadows from all directions. A square tile map makes this complicated and difficult. I think they should produce expanding shadows, because intuitively I think these two situations should have complimentary fields of view:
I see we disagree here, so that's understandable, but I don't feel like diamond obstructions is any more hackish than is necessary when working with a square tile system that allows diagonal adjacency and pseudo-360 degree targeting. You are right there could be some lurking critical flaw with diamond obstructions, but I cannot find any.
I don't understand what you're getting at here - do you feel my description above leaves them out? If so you must be thinking of a situation that did not occur to me, because I had PASS_WALL monsters in mind when I typed those rules out. I am assuming here that any monster in a visible tile can be seen by the player - so if the wall tile which hosts a pass waller is visible, then the monster itself is also visible.
The only problem I could find with digital field of view are its shadows around pillars - they don't expand on the hori/vert but they expand quite noticeably on the diagonal. I prefer expanding shadows; more than that, I prefer roughly consistent (i.e. similar) pillar shadows from all directions. This is also my basic complaint with your original and modified proposals.
I don't think single pillars can be reasonably removed from Angband's dungeon model, and for consistency's sake, I feel they should have similar shadows from all directions. A square tile map makes this complicated and difficult. I think they should produce expanding shadows, because intuitively I think these two situations should have complimentary fields of view:
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I don't understand what you're getting at here - do you feel my description above leaves them out? If so you must be thinking of a situation that did not occur to me, because I had PASS_WALL monsters in mind when I typed those rules out. I am assuming here that any monster in a visible tile can be seen by the player - so if the wall tile which hosts a pass waller is visible, then the monster itself is also visible.
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