feature: Pixel-by-pixel movement (i.e. "pixel-based movement") #2720
weremickey
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Description
Overview
The current tile-based movement system in the Intersect Engine limits the engine’s potential for an action MMORPG—lacking the fluidity and depth from the genre. Moving to a 'pixel-based' system will not only free us from the constraints of fixed tile length/width steps but will also open the door to richer physics interactions and more nuanced combat mechanics.
Problem
The existing tile-based movement restricts:
Proposed solution
Implement a pixel-based (i.e. partial tile traversal) movement system by:
Additional Considerations
Ensure the system is modular enough to incorporate further physics-based mechanics or custom collision shapes as needed.
Nice-to-haves:
Please leave your thoughts, feedbacks and ideas below.
Intended Use-Case
Complex hitboxes: Attacks can feature nuanced hitboxes (e.g., a spike affecting only the center of a tile) and allows higher complexity in attack patterns (such as bullet hell-type attacks).
Skill ceiling enhancement: More precise hit detection means that positioning and timing are rewarded, increasing the depth of combat.
Flexible collision boundaries: Map objects such as walls, hazards, or terrain features can be defined with custom shapes rather than default tile-sized block.
Dynamic obstacles: Environmental elements can affect movement in targeted ways without forcing the entire tile to change behavior.
Segmented enemy hitboxes: Large enemies can have varied damage responses based on which body part is hit (e.g., critical damage on the head or weaker damage on the tail).
Adaptable map objects: Assigning unique hitboxes to NPCs, spells, projectiles, and map objects enables diverse interactions and strategic gameplay.
Duplicate Check
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