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Tag Archives: Multi-tile

Multitile Actors, Revisited

Ever since my original forays into ASCII-based development with X@COM, I was both forced into and remained interested in working with actors that occupy multiple spaces on the map. The implications, the representations, the benefits, the drawbacks… all very fun issues to tackle in order to bring physically larger creatures to life, and give them […]

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Developing Multitile Creatures in Roguelikes

Creatures/entities that occupy more than one space in the grid-based world of a roguelike still aren’t all that common, although in the development community this is an increasingly popular topic. Many of these discussions revolve around how to solve various technical and design issues associated with this type of entity, and while I’ve provided input […]

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Multi-tile Robots

Cogmind Multi-tile Robot (3x3)

One thing you don’t see in a lot of traditional grid-based roguelikes is multi-tile units. Most such games are designed on the “one space, one entity” principle (though X@COM has had multi-tile units for a couple years). This makes things simpler from both a tactical and implementation perspective, but somewhat reduces realism when your fighter […]

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