I think it is frustrating because content devs have real specific goals for their projects and players are frequently trying to shoehorn their views into their game via the engine. It is an area that content devs are at the mercy of the engine code, so if something is changed, it effects all spring projects. It is HORRIBLY FRUSTRATING to have a situation where we are at the mercy of the engine and it's ebs and flows on several elements such as pathing. To have to watch over it to see that things are not stripped out based on players of 1 game requesting a feature for their favorite project(typically ba or AA in the past) or saying, nah, we don't need this.(such as not caring about units moving out of position because *A units have 360degree fire arcs.
I am not saying you guys are posting to that effect I am ASKING you to consider that when you request something like pathing work differently, it effects MORE than just the current spring project you are playing. I know many of you are swell guys but you forget about how some of these things may effect other projects. Then we post and come off as rigid jerks who fight progress. That isn't my goal at all that being said....
Funkencool wrote:smoth wrote:set collision to false. force units moving through each other to move slower. BAM! if you are not a big realism guy.
I like that idea. Although the visuals might not be realistic, the outcome could maybe be considered more realistic.
well it is a bit abstracted but this whole thing is all about what level of abstract elements you want in your project. I am VERY interested in writing something for this very feature because there are things that are difficult to manage without massive overhead.
EX: I have a large infantry squad in my mech game.
Say you have a squad of infantry, are you going to write all the code to have the infantry NEVER get crossed and squashed by your giant mech?
What about when it is moving, do you want it Godzilla stomping them?
That isn't realistic, they would move!
So then what? why not have it just pass on through them?
+ advantages
++ no crazy stuff like the mech cannot move because infantry are in the way!
++ Gameplay flows better rather than having to deal with the mech stopping all the time to avoid these tiny boxes.
- Disadvantages
-- clustering, if their collision is off, you can stack them all up on one another.
-- looks silly having units clip through each other.
Kloot do we still have heat maps to force units to space out? I really liked that feature.
Anther example is when I was handling vegitation in GRTS. Sure some of it would be too dense to pass through but I never got around to those maps. The conclusion I came up with in GRTS with respect to vegetation, I cannot make the mech easily swerve around and through all the trees but it is agile enough to move through them. So it can, I just cannot really be bothered to write the code for it's visual!
that is realism vs abstraction done correctly IMO