TFMurphy wrote:
(Lots of stuff.)
==
The main summarising point to all of this is that a Platform moving NW already takes less 'time' than a Platform moving W+N or N+W: we can see this already when we move a Platform containing a land-based monster that might die if we tried either of those longer moves. So the logic for dealing with Waterskippers that are already sitting on top of a platform should take that into account, should it not?
An eloquent and logical analysis, and I'd expect nothing less. But just to repeat my squeaking in the dark, it doesn't really matter.
People who play the game
should not need to know this level of detail on how the mechanics are figured, so from where I sit, it's irrelevant.
A player sees a diagonal move as a single, atomic action. It doesn't matter how it's actually figured in game. That's how it should behave in the game, because
that's how it appears to the player. A skipper on a raft doesn't stop the raft from moving orthogonally, so it shouldn't stop it from moving diagonally. It's that simple. There's no complex argument needed for this one, it's a no-brainer. The arguments about how the engine works under the hood may be relevant to developers in terms of "
how easy is this to fix"
but they're completely irrelevant to players who just see the end result of behavior.
DROD is a game where you have to know a lot about how stuff works, but I should never
need to look through actual concrete code to understand how a monster moves or element works. If that ever happens, then we've done something horrible.
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