G
Guest
Guest
Archived from groups: rec.games.roguelike.development (More info?)
My roguelike project is really starting to get off the ground. I wrote and
ditched a GDI+ tilemap control in favor of one that uses an orthographic
projection and Direct3D. I've got a basic dungeon generator in place and I
think it's time to get the player character(s) moving around. Which brings
me to my question. What do you guys think about diagonal movement in
roguelikes (as opposed to movement only in the cardinal directions)? Every
roguelike I've played has this, but I don't know why. Personally I find it a
pain as I play on a laptop with no number pad. So I'm thinking that I will
restrict movement to the four cardinal directions in my game so that people
can just use the arrow keys. Is there any legitimate gameplay reasons that I
might want 8-directional movement instead of 4? I can't really think of any
at the moment. The only thing I can think of at the moment is that it will
slightly increase my node count when I go and implement A* (a non-issue).
My roguelike project is really starting to get off the ground. I wrote and
ditched a GDI+ tilemap control in favor of one that uses an orthographic
projection and Direct3D. I've got a basic dungeon generator in place and I
think it's time to get the player character(s) moving around. Which brings
me to my question. What do you guys think about diagonal movement in
roguelikes (as opposed to movement only in the cardinal directions)? Every
roguelike I've played has this, but I don't know why. Personally I find it a
pain as I play on a laptop with no number pad. So I'm thinking that I will
restrict movement to the four cardinal directions in my game so that people
can just use the arrow keys. Is there any legitimate gameplay reasons that I
might want 8-directional movement instead of 4? I can't really think of any
at the moment. The only thing I can think of at the moment is that it will
slightly increase my node count when I go and implement A* (a non-issue).