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1

You can achieve the desired result (if I interpreted your picture correctly) by replacing your point_distance function with something like this. The function determines the number of steps that are required to go from hexagon (x1,y1) to hexagon (x2,y2). This works by first determining the number of diagonal steps (which decrease the X and Y distance ...


1

The core idea I teach my students is that choices in a game should be contingent and situational. That is, there should be situations in which you would choose one option and situations in which you would choose another. This leverages the player's skill, judgement, and intuition in discerning which of these situations they're in. You give an example of this ...


5

The MapNode class I would represent each node on the map with an own gameObject which gets a MonoBehaviour I would name MapNode. That class would have four variables representing its neighbors: public MapNode upNeighbor; public MapNode rightNeighbor; public MapNode downNeighbor; public MapNode leftNeighbor; Another option might be to make those a public ...


4

While others have given excellent answers regarding visual clarity, art resources, and gameplay complexity, I'll add that a major reason is that I haven't seen explicitly stated, though it has perhaps been assumed, is that the Beat 'em Up genre includes side-scrolling as part of its definition. Doing a Beat 'em Up in 3D has another name. Either they're a &...


-1

"Punch-Out!" is a 2D fighting game with a front on view. Its controls are radically different which means that controls for integrating both becomes a lot more complicated for a different 2D control scheme. "Absolver" is a true 3D fighting game with combos. It struggles with dealing with more than one opponent as the additional axis means ...


34

When you have a side-scrolling beat-em-up game like Streets of Rage, then fighting enemies vertically instead of horizontally would have a number of drawbacks: While it is easy for the player to see the range of attacks when they are performed horizontally (assuming hitboxes and hurtboxes match the animation), the attack ranges of vertical attacks are a lot ...


7

This is mostly to keep the gameplay simplified. There is simply too little added value for the complexity it adds to the player experience. The challenges in these games are of course also calibrated to not confront you with this disability. In addition, more modern games may also consciously do it to evoke nostalgia by directly copying how the game used to ...


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