Edge behavior in rooms
Posted: Thu Oct 11, 2012 1:56 pm
There is a hard-coded limit for room regions that keeps the player from stepping on the outermost ring of tiles, unless they lead to an overlapping room, in which case the player can walk up and down the edge row/column once they have triggered the room transition.
It turns out that fixing the engine so that all tiles in a room are passable including edge rows/columns (whether or not they lead to another room) is trivial, so I am testing to see if this breaks anything else. With this change, the room transition only triggers when the player 'bumps' against the edge of the room.
Interestingly, a similar limit prevents creatures from stepping on the outer ring, and this is also easy to remove, and if you make this change you can actually get creatures to follow you from room to room in a room-type region, although they won't show up in the new room unless they are already standing on the overlapping row/column when the player 'flips' to a new room. Still very interesting, as I had thought there was no way to do this in a room-type region.
It turns out that fixing the engine so that all tiles in a room are passable including edge rows/columns (whether or not they lead to another room) is trivial, so I am testing to see if this breaks anything else. With this change, the room transition only triggers when the player 'bumps' against the edge of the room.
Interestingly, a similar limit prevents creatures from stepping on the outer ring, and this is also easy to remove, and if you make this change you can actually get creatures to follow you from room to room in a room-type region, although they won't show up in the new room unless they are already standing on the overlapping row/column when the player 'flips' to a new room. Still very interesting, as I had thought there was no way to do this in a room-type region.