The map format is rectangular though, and this would cause boundary troubles to be sure there would be some problem with the non-square map format in a 90-degree rotation as well, but this could be handled by the scroller. This could be alleviated somewhat by a 60 degree rotation, which would not not change unit orientations though it would still require new terrain graphics. There could be work required with the routing logic to take new movement directions into account, and the basic "look" of the map would be different which could lead to confusion itself. This however does not work as well for hex-based maps, as a 90 degree rotation would require six new orientations for units, and a corresponding increase in the number of terrain and structure sprite. The 2D sqaure cell systems I've seen that do use 90 degree rotation add to this one or two sets of sprite images for sides and (sometimes) back of structures. You need multiple images for units and othe movable objects in any case of course, and AoW has these of course. One of the problems with rotation in 2D systems is of sprite images for all possible orientations. It's not as technically simple as it sounds.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |