> Did not post for long, but i was one of the devs who played along with > this kind of thing:
Long time no see, glad to see you alive :) > 1) There was a 'top' and 'bottom' map for each map, (tiles[4] and > tiles[5]), this part is easy to do. Even the handling of empty space > that would allow you to see ground bottom. Even handling loops in > perspective was easy. Some maps even have those linked maps, still. > 1) to give correct perspective, client must shift bottom-right rendering > of 'below' map, even more for below-below, etc. It's impossible to do it > properly using the current used pseudo perspective, especially to match > ground of level x+1 to walls of level X. The layering system used at > that time made it even more difficult. Maybe move 2 pixels top/left? Or some shifting effect? Map2 has unused bits, that could be used for that. > 2) there is a problem with giant monster, they look strange in this > laying out. Can be fixed. > 3) There was the technical problem of the falling and jump/levitate > spell to handle (can levitate or fly allow you to go higher of one level > above map? how?) Then don't handle the case? Force mapmakers to have a barrier so the player can't fall? Note that this can be changed later to allow fall/jump/levitate. > 4) There was the general problem of line of sight. Can a player/monster > see someone on on level higher if he is distant engouh? Can be decided after seeing what can be implemented :) > 5) There was the problem of aiming monsters / player below you using you > spell? (Can be forbidden but doens't look natural) In a first step forbid that/don't handle that (regular "out of map" stuff)? Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'aléatoire !]
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