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No Hex or Grid Based Movement? Crazy!
4/7/2006 11:11:56 PM
So here's the first hint of where I'm going off the deep end in the development of the new game. You will be free to move your armies wherever you wish, provided that they have the ability to move there. You won't be limited to a square grid, or a hexagonal tile map. Instead, your armies will pathfind just like most real time strategy games. The size of your army will be taken into account in determining the movement cost, as each army will increase in size on the screen as the number of soldiers grows. Where this will hopefully get really nifty is that I plan on adjusting the pathfinding to match the tactical agressiveness of the army. If you've set your army to be really agressive, it will go out of it's way in choosing it's path so that it can attack enemy armies. If you're army is set so that it isn't agressive at all, it will go far out of it's way to avoid an enemy army when choosing it's path. This will hopefully avoid some of the micromanaging of the pathing of your armies, though the option to specifically select your own path will exist as well for use in those cases where the AI just isn't giving you a path that you like. Oh - the name of the game? Absolute Conquest. It's just a placeholder site for now, but as I get some screenshots and other information, I'll put it up there.
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