Like many tactical games, Tidewoken features a line of sight algorithm.
As soon as a spell with LoS requirement is casted, the player will only be able to cast on tiles that he "sees":
Shoutout to the creator of http://dofus-insight.com/ who helped me with the tile based code.
Check out his awesome website that emulates the LoS of Dofus.
For the technical details how the code works I refer to this post: http://playtechs.blogspot.com/2007/03/raytracing-on-grid.html
I basically converted the entire algorithm to UE4's Blueprint:
The LoS function will probably converted to C++ later on for performance boosts |
For every tile in range, there is a line drawn to the casting character. If this line is obstructed, the player can't cast to this tile.
I use a macro library for global functions like "Get Tile Empty and Valid" |
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If you have questions regarding this project, let me know!
I'm looking for testers with understanding of tactical turn based PvP games like Dofus!