Question to vote for: How aura should work- IMPLEMENTED v001
Posted: Sat Jul 19, 2014 6:16 pm
I faced the problem that in a TBS game how an aura should work (i am working on aura developent)
aura: a caster can provide an aura (eg. +1 attack to all ally units within X tile range) and the aura modifies all unit properties within aura range.
but how should that work?
version1 - aura works only on units that are in range at START TURN:
- on starting the turn:
-- remove all effects the aura shares from the units
-- add all aura effects to the units that are in the range on starting the turn.
- when caster moves a few tiles than
-- NO NEW units (what gets in range in new position) gets any effect! (since they were not affected on tursn start)
-- NO unit will lose the effect that got out of the range because of the caster moved.
version2 - aura is always refreshes the units that it should affect:
- so anytime caster or any other unit moves, all aura effects are refreshed on unit (added or removed)
which version is better?
all have pros and cons.
version1
- pro: will not let the player to "extend the aura" by moving the caster - so only a circular area will be what is applied only on turn start.
- con: a little weird, and not clear which unit is affected at any moment (considering caster and unit moves) or not.
version2:
- con: the aura affected area will be larger since before caster move all sourrounding units can have the effect, and after caster moved, new units can have the effect - so the aura shape will be an OVAL.
- pro: for the player easier to know which unit is affected.
or any new idea?
aura: a caster can provide an aura (eg. +1 attack to all ally units within X tile range) and the aura modifies all unit properties within aura range.
but how should that work?
version1 - aura works only on units that are in range at START TURN:
- on starting the turn:
-- remove all effects the aura shares from the units
-- add all aura effects to the units that are in the range on starting the turn.
- when caster moves a few tiles than
-- NO NEW units (what gets in range in new position) gets any effect! (since they were not affected on tursn start)
-- NO unit will lose the effect that got out of the range because of the caster moved.
version2 - aura is always refreshes the units that it should affect:
- so anytime caster or any other unit moves, all aura effects are refreshed on unit (added or removed)
which version is better?
all have pros and cons.
version1
- pro: will not let the player to "extend the aura" by moving the caster - so only a circular area will be what is applied only on turn start.
- con: a little weird, and not clear which unit is affected at any moment (considering caster and unit moves) or not.
version2:
- con: the aura affected area will be larger since before caster move all sourrounding units can have the effect, and after caster moved, new units can have the effect - so the aura shape will be an OVAL.
- pro: for the player easier to know which unit is affected.
or any new idea?