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ID Category Severity Reproducibility Date Submitted Last Update
0000543 [DCSS] FR: Other minor unable to reproduce 2010-01-24 17:39 2010-01-28 20:58
Reporter Eifeltrampel View Status public  
Assigned To
Priority normal Resolution done  
Status closed   Product Branch 0.7 ancient branch
Summary 0000543: More realistic movement/viewing/shooting.
Description It would be great if the field of vision, the shooting range and spell range would be more circular, instead of having a rectangularly form.

I know that this would also mean that the diagonal movement speed has to be adapted also.
Additional Information
Tags No tags attached.
Attached Files

- Relationships
related to 0001642closeddoy Square LOS 

-  Notes
(0001558)
rob (developer)
2010-01-24 18:09

It doesn't mean that diagonal movement speed would have to be adapted also -- why?

So far, the main argument against making spell range (= beam range) circular is that the range is currently implemented by counting the cells a beam travels through. I would like to change this in the future, so we could experiment with euclidean spell range.

I don't think movement metric is likely to be changed, though.

You can search the SF tracker for some previous discussion: "circular spell range" or so.
(0001579)
Eifeltrampel (reporter)
2010-01-25 12:29

I thought that movement has to be adopted also, because if the range is adapted.
Which may result in a shorter range, it should also take more time to travel diagonal.
(0001585)
doy (developer)
2010-01-25 17:04

I'm one of the few proponents of a true euclidian metric (including appropriately scaled down diagonal movement speeds), but can't seem to convince anyone else of this(: I do agree that we should pick a metric and use it consistently though... the current situation where you can cast spells closer to the edge of los by approaching monsters diagonally is pretty weird.
(0001627)
KiloByte (manager)
2010-01-25 23:55

I'm with you, doy. Euclides > current metric.
We may use a hybrid for diagonal movement (like, 1.2 not 1.41), but for spell ranges, it's a much needed fix.

In a related note: should I give IOOD a speed boost when moving diagonally, to make it consistent with the current diagonal breakage?
(0001646)
Kyrris (reporter)
2010-01-26 02:43

Square viewport.
(0001664)
dpeg (administrator)
2010-01-26 12:02

This is not something we will solve here in the tracker. My opinion is to try square viewport (so a non-Euclidean metric) as I reckon "all directions are worth the same" to be more important than "nice, round field of vision".
(0001812)
dpeg (administrator)
2010-01-28 19:32

Oh, and I think we should close? This is not a topic for the bug/proposal tracker, I think.
(0001826)
dpeg (administrator)
2010-01-28 20:58

Can close as well. This type of question needs a wiki page, not a tracker item.

- Issue History
Date Modified Username Field Change
2010-01-24 17:39 Eifeltrampel New Issue
2010-01-24 18:09 rob Note Added: 0001558
2010-01-25 12:29 Eifeltrampel Note Added: 0001579
2010-01-25 17:04 doy Note Added: 0001585
2010-01-25 23:55 KiloByte Note Added: 0001627
2010-01-26 02:43 Kyrris Note Added: 0001646
2010-01-26 12:02 dpeg Note Added: 0001664
2010-01-28 19:32 dpeg Note Added: 0001812
2010-01-28 20:58 dpeg Note Added: 0001826
2010-01-28 20:58 dpeg Status new => closed
2010-01-28 20:58 dpeg Resolution open => done
2010-05-30 20:52 rob Relationship added related to 0001642


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