Fire Emblem: Rising Thrust - DIAGONAL MOVEMENT! DIAGONAL MOVEMENT IS REAL!!!
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- Опубліковано 19 жов 2024
- CAN WE GET MUCH HIGHER? SO HIIIGH?
Q. Why is the arrow connecting the unit to the unit's intended movement position glitching in some positions?
A. I haven't bugfixed that yet or drawn sprites for diagonal movements. I'm too excited to bugfix and polish everything fully, I want everyone to know I did the impossible. I'll finalize this system before releasing the game.
Eirika from Fire Emblem Sacred Stones is in this video, so it'll probably outperform videos where she isn't visible. Maybe? I have no idea how this works. The UA-cam recommendations system certainly loves the thumbnails where her UI is visible.
Its cool, but I feel like there should be some way to make diagonal movement take up more of your movement than going vertical or horizontal. Diagonal movement is technically further than the other directions, so maybe it could be possible to take a page from DnD's book and make it so every second diagonal move uses two movement instead of one
Well in chess diagonals is still one as it uses metrics space, the best way to see is to test both in a full play through to FEEL which is best
That's pretty cool.
It's... it's beautiful!
Glad you think so!
That is definitely weird, but it could be fun
Can you squeeze through diagonal spaces between enemies and around corners with this, or is it just a visual thing?
It's not a visual thing. You can squeeze through diagonal spaces between enemies and around some corners. If a unit has 5 move, the unit can move 5 tiles in any direction. North, West, Northwest... Any direction.
@@JasonGodwin69 As cool as this mod is, this is also exactly why diagonal movement just doesn't work in a full tactics game environment. Looking forward to seeing this being developed, though!
On a square grid, your unit with 8 move can look at an adjacent foe north of him, move left, move up, move up, move right, move down, move down, move left, and he's back where he started after running a circle around the foe.
Diagonal movement lets you do this with just 4 moves. It makes dancing around your foes too easy.
However, I've already considered this. Zone Of Control is a new gimmick I'm adding to my game after Diagonal Movement and Diagonal Attacking at 1 Range are perfected. Zone Of Control will stop a unit from running past an enemy unless that enemy is dead or Broken. You cannot enter and exit the same Zone Of Control on the same turn unless that unit is dead or you have Canto/Canter/etc.
I also plan on adding Gravestones, which will fill the space dead units occupy to block the path, and disappear at the end of a turn, ensuring the old "Suffering from success" problem where you obliterate many enemies you would rather wound nonlethally so you block the flow of enemies won't happen. Intentionally equipping worse weapons to become better at defense is just plain silly.
"Won't this make long 1-tile chokepoints miserable to deal with?" It would if my game had any. Putting those in castle maps is bad game design.
sorcery!
Witchcraft!
Cool, but why?
Why ask why when you can ask why not?