I've reworked the move calculation mechanics.
Red is an obstacle.
Usually, characters will have 8 degrees of freedom of movement, but you can add properties to walls so that units don't move at a 45-degree angle where the walls end. In this case, they'll need to take a step forward and then a step to the side.
I've also added tiles with different movement costs to the calculation. Let's say there's a swamp or quicksand there. As in Civilization, the move cost is calculated based on where you're moving; your starting position doesn't matter.













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