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Caravel Forum : DROD RPG Boards : RPG Bugs : Pathfinding and platforms
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Someone Else
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When you click on a square while you are on a platform, it moves you in a straight line to that square until you are off the platform, then pathfinds. This occurs even when there is an open path from the platform to the indicated spot.

I just discovered this as well: It also applies to hot tiles.
09-19-2008 at 11:09 PM
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NiroZ
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Yes, the pathfinding is awesome. What it lacks in accuracy it makes up in speed.
09-20-2008 at 12:04 AM
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kyevan
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You could, actually, get some reasonable speed out of a more accurate pathfinder by doing precalculation. For example, calculate zones that are only accessable through one way tiles or hot tiles, and only move across those tiles if you have to. On the other hand, this will inflate either level set sizes, or import time.

Perhaps another option would be to give us an option to move one tile towards the mouse on each click? Heck, perhaps even rotate towards the mouse unless some key is held down (to allow stranger steps). Actually, I wouldn't mind getting something like this in DROD... it'd be easier to play on a laptop with something like that.
09-20-2008 at 02:12 AM
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mrimer
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Someone Else wrote:
When you click on a square while you are on a platform, it moves you in a straight line to that square until you are off the platform, then pathfinds. This occurs even when there is an open path from the platform to the indicated spot.
This is intended, due to the quirks of platform movement in general. The alternative path-finding logic (i.e. smart path-mapping when on a platform) causes all kinds of movement weirdness when the platform is alongside solid ground. There are many places in the first half of Tendry's Tale where you want to move a platform alongside floor tiles in various configurations. Play-testing showed this alternate pathfinding logic made platform movement very hard to control -- rather than advancing the platform alongside the ground in this scenario, Tendry would simply step off the platform and walk toward the designated spot, leaving the platform behind. It was hard to steer the platform forward because the path-map would keep taking the player off of the platform, rather than moving the platform. Beelining while on a platform works much smoother in most cases, so I plan to leave this as-is.

[Last edited by mrimer at 10-25-2008 05:31 AM]
10-25-2008 at 05:28 AM
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