Procedural RPG OT: every action has consequences

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Started by Legend, Apr 20, 2019, 09:02 PM

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Legend

The core "obstruction" system is implemented and so far it seems like a good approach.



This is a snippet of code for calculating the obstruction between two objects. "Obstruction" has 4 internal values for sight, sound, smell, and touch. It is essentially a distance system that works with the game's unconventional layout and factors in the properties of materials.

I added an "isFocusedOutside" variable. Without this the obstruction between two objects was symmetrical: if you couldn't see a human, they couldn't see you under normal circumstances.

Now a sentient object can be focused on looking outside of whatever structure they are in. This could be looking outside the window of a castle or peaking out of a crate. It slightly makes the person more visible while greatly increasing their visibility of the outside world. The drawback is that it significantly decreases their visibility of things inside. For example a guard could be along a city wall looking out and wouldn't notice a thief sneaking around behind them. There will also be a slight time penalty when changing focus since it relates to physically moving too.