Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Just verifying the rules about movement

A topic by zelforas created Mar 05, 2024 Views: 198 Replies: 4
Viewing posts 1 to 3
(3 edits)

In the video it was specified that the movement has to be grid based. I would like to know if it's fine if I make it so you can only move from the center of one of the grid cells to another the center of another but instead of having a transition, I have "free movement" on a line connecting the center of both cells.

The intention is to move freely along the red line (no thickness) and there would be snapping so you don't need to be precise on the movement.

-----------Major Edit after Kordanor's Comment-------------

I wanted to make it so you could move ONLY ON THE RED LINE (no moving to the sides). The snapping was about when you wanted to make a turn you wouldn't need to be exactly centered on the tile (because that would be really finicky).

I forgot to remove the offset grid on the previous image. I made it on the fly on Aseprite and I only have another screenshot because my pc crashed when I was making the post.
The map was supposed to be like this:


I wanted to make something action oriented. Maybe a shooter? So WASD would move according to where your mouse is positioned (rounded to the closest 90º turn). So you could switch between pressing A and D to peek around a corner or press S to rapidly move backwards and A or D to make the corner without needing to turn backwards. You would still be able to make 90º turns with Q and E.
(2 edits) (+1)

Your Picture doesnt really fit to what you are describing. As you placed the grid on top of the red line. So you are always just moving from edge to edge.

But assuming you mean edge to edge, it's still not clear what you mean. I made a few examples:


Green Arrow: Thats how it should work. You press a button, you move a whole tile.

Purple Arrow: You freely move around, can even move to the wall, release the button, you are now snapped back to the purple circle. This is not allowed.
Yellow Arrow: You can only move along the red line, but you can do so frely. Once you release you are snapped back to the closest tile. This might or might not be allowed (Zooperdan will make the call). I can assure you that it will feel horrible to play though.

(2 edits)

The grid thing is  because I added an offset of half a tile to the grid so I could draw the red line without making any mistakes and forgot to remove it when I took the screenshot.

 I wanted to make it so you could move ONLY ON THE RED LINE (no moving to the sides). The snapping was about when you wanted to make a turn you wouldn't need to be exactly centered on the tile (because that would be really finicky).

I wanted to make something action oriented. Maybe a shooter? So WASD would move according to where your mouse is positioned (rounded to the closest 90º turn). So you could switch between pressing A and D to peek around a corner or press S to rapidly move backwards and A or D to make the corner without needing to turn backwards. You would still be able to make 90º turns with Q and E. 

Host (1 edit)

The way I interpret it is that you want to be able to quickly strafe left/right to peak around corners, effectively aborting a transition. While that could be interesting to try out it would not be within the rules of this jam.

So you could in theory hold forward button and move 2.4 tiles? What would happen if you release the button? I think if it would always snap to the >next< tile it would be almost indistinguishable from normal crawler movement (if the movement is automatically continued). If you can stop at any point and stay there, it might be problematic because then you would basically use "substeps". If you are "snapped back" to tile 2, I think it would feel rather terrible. But I am not sure if that would be allowed.