Comments on: Quasi-turn-based game design: movement https://blog.maxaller.name/2011/03/quasi-turn-based-game-design-movement/ ruby, ubuntu, etc Thu, 17 Mar 2016 20:35:40 +0000 hourly 1 http://wordpress.org/?v=3.5.1 By: Randy https://blog.maxaller.name/2011/03/quasi-turn-based-game-design-movement/comment-page-1/#comment-926 Randy Wed, 11 Jan 2012 22:49:50 +0000 https://blog.maxaller.name/?p=478#comment-926 (just found this post… sorry, if it’s necro posting).

You have to be careful using the same mechanics for a slow spell (a game effect) and a bog (a terrain effect).

If you have any pathfinding, you will have to iterate over terrain’s move cost without considering the slow spell.

Plus, I’d rather have the game content (the slow spell, the bog terrain, the heavy armor, etc.) separate from the timing / ticks / etc. You want to be able to tweak content and add content easily without breaking the core game.

Just my 2 cents.

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