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(+1)

I don't think it should do that. Movement is always 2 tiles, but when passing in front of someone, it seems to forget that.

Hi! There is a reason for that:

When there is no opponent in the way, there is virtually no difference between a path like the one on your screenshot and a more direct one, so the game calculates automatically the most efficient one. In the situation you shared, the player could want to do that on purpose to make the opponent tackle you automatically (for example if the chances of dribbling are high you might want to do that so the opponent gets stunned and out of the way), so the game can't assume you want to use the shortest way to move to that square.

Cheers!

Virtually? Well, moving 2 or 4 squares in a single move is a big difference. I would not allow this in a board game, or in a DND game or whatever.

I don't think you understood what I meant. If there is no opponent in the way, the outcome of the long path and the short path is the same, the only difference is how much SP the player it uses. That's why the computer DOES change it automatically to the most efficient one.

When there is an opponent in the way (the screenshot you shared), they are 2 completely different moves and a player might have a reason to choose one over the other. That's why the computer CAN'T assume that the player wants one move over the other. So if YOU want to move to that square in the shortest way possible, then YOU choose that exact path.

I understood. I just don't agree. It's your game.