Wartbed:Design/Map format
From Dark Omen Wiki
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 Y-crossings (Myth)
- Terrain from height map and models, no Y-crossings (WH:DO*)
- Terrain from height map and models, Y-crossings (ST:TA)
- 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:
| 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). |