Causeless wrote:
pasik wrote:
Rendered wrote:
Yeah, there was a big difference, but it still doesn't feel right. It'll require some playing around.

It's true that it isn't realistic in any sense; the animations should be completely different when going up or down a steep hill compared to straight ground animations, but creating animations is usually rather time consuming. It's quite common issue for games with hills, look at Mount & Blade for example

I suppose there are always more important things to do than concentrating on creating a fulfilling uphill running experience

Maybe, it shouldn't be possible to run up a hill too steep and the soldier would resort to walking, or perhaps deny even walking it up. I'm not planning to implement such a thing in the short run though, I'd just change the hill steepness in the map if it's a problem

It's quite funny that you can run up the highest possible angle at quite a speed. You need to make it so that if the grayscale difference is enough, they cannot climb up the slope. However you could add ladders or such into the game, but I imagine that would be quite a headache to map. You might want to change the map type one day to make truely 3d maps, because with the current system, it's impossible to create overhands or caves (unless using objects but that would require a lot of modelling for the desired effects).
I hope you release the new version by 21 july - It would be great to play it on or before my birthday!
A new version is now out, check the news area on the forum for the link

It's true what you said about the overhangs and caves, and currently I'm not eagerly after such features. Also certain design choices have been made with that in mind, i.e. deciding to use heightmaps anyway and having the half top-down camera view. The current tall buildings and the occlusion they create is already painful enough from this camera view, not to mention what caves would be
Bridges actually have some similar properties to overhangs, and I will add bridges some day very likely, but those should be just fine to model / create procedurally on top of terrain.
Ladders for buildings should work ok, as long as they are positioned on south end of buildings to be easily visible for the player. The terrain as it is, can't be absolutely straight up, so putting ladders on it wouldn't work. Some kind of "half bridge" could work as something to hang out from the terrain in the mid air, and it could easily have ladders on its side/end.
When there will be bridges, I will implement the feature of moving on top of static things, and the highest possible step to take by just moving will be needed to be handled then. Sounds like a good time to add a similar check for the terrain slope as well.