ID:193351
 
I made up some test two tile player icons with full movement and everything and coded them in. They seem to work good because their head stays on and you can't tell its 2 parts.(It is 2 tile verticle---Like Diablo size) Im trying to decide whether to make a game Im working on all Big or all Small. What 's your opinion?
Wall04 wrote:
I made up some test two tile player icons with full movement and everything and coded them in. They seem to work good because their head stays on and you can't tell its 2 parts.(It is 2 tile verticle---Like Diablo size) Im trying to decide whether to make a game Im working on all Big or all Small. What 's your opinion?

Depends. This is best suited to Design Philosophy, but it's OK here too.

Anyway, I'd recommend going with what you're most comfortable with. If you want to learn multi-tile mobs, then go for the big version. If you don't feel ready to do it, go for the small one.

The problems with the multi-tile mob, in this case, aren't likely to be too drastic, since the top half would supposedly be non-dense to represent the part above the ground, not the part that runs along the ground. The real problems roll around when you have to track all of the pieces of a particular vehicle that touch the ground, to make sure that they aren't blocked. And, to top that off, you have to check to make sure that the pieces that don't touch the ground collide with anything that is tall.