Wartbed:Design/Map format

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(Created page with '{{stub}} ==Types of maps== Principally there are four classes of maps used in tactical war games: # No terrain, perhaps models (f.i. space games) # Terrain from height map, no...')
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Revision as of 18:12, 16 March 2009


Types of maps

Principally there are four classes of maps used in tactical war games:

  1. No terrain, perhaps models (f.i. space games)
  2. Terrain from height map, no Y-crossings (Myth)
  3. Terrain from height map and models, no Y-crossings (WH:DO*)
  4. Terrain from height map and models, Y-crossings (ST:TA)
  5. Terrain from model(s) only, possible Y-crossings
* Dark Omen's visible map is a pure model, which however only has a decorative purpose. Internally height maps are used for all game calculations.

WARTBED will support height maps and models for terrain, but to accommodate all types of maps will not use this for game calculations. Instead a node matrix (a set of mutually linked nodes) will represent the arena internally. This serves both height map and pathfinding purposes. Each node will have attributes that affects events and movements in that node.

Movement, Pathfinding and Demands on Unit Data

Transcluded from Wartbed:Unit data/Movement capabilities

WARTBED Units movements are defined in a set of abilities, declared per-unit in their script file definitions:

Suggested WARTBED movement capabilities
Positive Negative Description
can cross land can't cross land Normal land movement
landwalker not landwalker Unhampered by difficult terrain
can cross woods can't cross woods Can walk through forests
woodwalker not woodwalker Unhampered by forests
can_cross_water can't cross water Can cross shallow water
can swim can't swim Can cross deep water
can levitate can't levitate Can cross all terrain (but not chasms)
can fly can't fly Can move to any valid area
All units default to the negative on all abilities (i.e. can't move at all). Movement capabilities must explicitly be turned on. Units inherit the capabilities of their superclass (a wood elf inherits the same movement capabilities as the base elf it specialises), and if it shouldn't have an ability, it must be turned off explicitly (set to the negative).


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