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How many stat modifiers do you expect to be applied to these stats by the final part of the game? Is there a limit to how high these stats can go? Does the player gain these stat modifiers frequently or rarely? Do you want each new modifier to have a minor or major effect on the stats? Since we don't know anything else about your game, it seems that you ...


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I believe this question has a flawed assumption at its very core: It assumes story and "combat" are separate. That was often the case of games of eras passed. Just remember games like Final Fantasy, where you had separate cinematic/dialogue moments and a very clunky combat system. But what was good enough then, aint necessairly good enough now. The ...


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Why make it any harder then it needs to be? Just add a boolean to the entity state right next to the 2D position. Then during rendering you will need to offset when try depending on the tile, some logic will also depend on the true false value like line of sight calculation. But you can mostly short circuit that if you assume the amount of object like that ...


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In my online-game that I'm tinkering on as a hobby, I plan to split the map up into tiles that have only a 2D coordinate inside each tile. The vertical coordinate for a player or NPC inside its particular tile-cube will then simply be decided by the ground level underneath it. Since each tile has arbitrary connections to other tiles in 4 directions, stairs ...


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I'm struggling to understand what you're asking, but I'll take a shot at it. I'm assuming what you're talking about is an "area graph" or "zone graph", a concept for AI. In an area graph, parts of the map are linked logically in a sparse graph to make it easier for AI to understand what's going on. If that's the case, why not just add a 3rd coordinate to ...



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