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#41 |
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Knight
Join Date: Jan 2009
Posts: 657
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It's maths. But that doesn't mean that you can't fake it with tables and stuff.
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Currently turning (Angband) Japanese. |
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#42 |
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Knight
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 532
Donated: $10
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Take me with a grain of salt because I'm pretty sure I'm in the minority..
Why is it so important that line of sight be symmetrical? In the following example (copied from another post), I would consider the @ to be both hiding behind the wall and peeking around it. So the @ should be able to see most of the hallway, but it should be pretty unlikely that the M would notice the @. This would involve having stealth as a factor in line of sight but I think it's much more realistic that way. Code:
#.# #####@# ..M...# #######
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#43 |
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Veteran
Join Date: Mar 2008
Posts: 1,167
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If the definition is asymmetrical, a point in one square and an area in the other, the result is unlikely to be symmetrical. If you want something along these lines, I think you'd have to define it as some sort of measure of the proportion of points in the two squares that can see each other. The obvious starting point for such a def would be bounds on some sort of integral, but maybe its properties would be such that there would be a simpler equivalent def once you worked out exactly what you wanted.
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#44 |
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Swordsman
Join Date: Jun 2008
Location: Columbia, MO. USA
Posts: 352
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One good reason is that in a symmetrical visibility system, it is easy and intuitive to determine which enemies have LOS on you. If there are many asymmetrical lines of sight, then it becomes difficult to avoid situations where enemies have asymmetrical LOS on you, and it also encourages the exploitation of AI which doesn't strive to avoid being the victim of asymmetrical LOS (the classic hockey stick).
Additionally I would argue that certain asymmetrical lines of sight would make the game significantly more tactically frustrating in a bad way - consider breaking into a room with breathers in the corners with a system where the room inhabitants can see you at the door, but you can't see them. Effectively, they'd get two chances to breath on you before you could even see them, once at the door and once as you stepped into the room. The first aggressor in Angband is already at a disadvantage due to the turn-based nature of the game, and asymmetrical lines of sight only exacerbate the problem. |
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#45 | |
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Quote:
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#46 | |
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Knight
Join Date: Jan 2009
Posts: 657
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Quote:
I won't go into details unless I can think of a relatively easy (fast running) way to implement it.
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Currently turning (Angband) Japanese. |
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#47 |
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Swordsman
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 29
Posts: 438
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As far as I can tell, the biggest criticism of Eddie's original spec is that the shadows it casts aren't nice looking.
How much of a showstopper is this? After some thought, I think that attractive shadows may be incompatible with symmetry, and I definitely prefer the latter. Consider the following: Code:
############### #........o #..... #.@# #..... #........ ############### EDIT: I should say that I think this argument applies to most of the systems designed to create "expanding shadows" via Eddie's argument that asymmetric beholder-beholden relationships imply asymmetric visibility. |
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#48 |
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Knight
Join Date: Jan 2009
Posts: 657
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I think we're all getting a little confused / off track here.
To sum up, "wouldn't it be nice if" * What you see is what you can hit with a spell (and vice versa). * What you see can also see you (and vice versa). * Standing directly next to a pillar should produce an expanding shadow. * Reasonably fast code can be produced to implement the FOV, etc. * No 'trick shots' required (or possible) to hit monsters that you can't target directly. Is everyone agreed on the above (if they are possible)? How does the current system specifically differ from the above? Are any of those points not possible?
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#49 | |
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Swordsman
Join Date: Jun 2008
Location: Columbia, MO. USA
Posts: 352
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Here's how the situation you describe would look from both perspectives, using a line from tile center to tile center for visibility, and walls obstructing from 1/4 to 3/4 inside of a tile. Code:
Player Orc ################# ################# #..............?# #..............o# #...........????# #...............# #.......@#??????# #.......?#......# #...........????# #....???........# #..............?# #????...........# #...............# #??.............# ####.############ ####.############ Paul - I agree with all your points, and I believe this system is compatible with all of them. |
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#50 |
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Knight
Join Date: Jan 2009
Posts: 657
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Described like that you would not be able to see ghosts in the wall of corridors, nor would they be able to see you. (Because the middle of their tile is inside the wall)
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