More on Movement System

The movement range works on the idea of having move points, points that you expend for moving.

I made it that I can also restrict movement based on the angle of the terrain being walked on.

Orange lines mean you can’t go further because the angle of the ground is too steep or too high.

Green lines mean he can’t move farther in that direction, but only because he ran out of move points. He has to end his turn to go further.

"Well that's the world we live in!"  "No, that's how you chose to see the world."

 

Here’s how it looks like as I increase the available move points.

At 75 move points:

moveRange2-2

 

 

At 100 move points:

moveRange2-3

He can go further upwards the hill’s path, and further downwards to the tower.

But notice all those orange lines. That means he’s not allowed to climb near-vertical slopes, nor can he jump down from the hill. Later on I may implement climbing and jumping down.

 

I can also make moving upwards more costly, making the move range shorten on upward paths only.

moveRange2-4

 

Such properties are meant for heavy units with bulky armor; they get tired faster walking upwards.

moveRange2-5

 

Here, upward movement is greatly restricted, but notice downward movement hasn’t changed.

moveRange2-6

 

Contrast that to units that can move upward easily, like a Scout or Pathfinder type of unit: lightly protected and has low survivability in thick battles, but can easily move where heavy units have trouble.

moveRange2-3

 

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2 thoughts on “More on Movement System

    • “Tired” is simply an explanation of why some units cannot go as far as others: their movement range per turn is shorter to reflect that they can’t move fast enough (because of their heavy armor).

      But that’s about it. There’s no concept of fatigue. At least, for now, I don’t see the need.

      However I aim to employ the same style of combat system that the old Fallout and XCOM had: Action Points that are consumed to perform attacks. Only here, I prefer to call them stamina, as in, stamina points. When the unit runs out of stamina points, he ends his turn.

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