About the Grid-based movement system #14
Replies: 2 comments
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Grid-based movement makes it easier for the player. As a personal anecdote, I tried playing Earthbound on my phone on an emulator, and it was a terrible experience. Now of course we're making a computer game, but still, that's one less think for the player to worry about. It makes sense for Earthbound (since avoiding enemy on the over-world can be a strategy) and for Undertale (which has some action sequence), but it doesn't for a Pokémon clone in my opinion. Plus, using grid-based movement has some advantages, I was thinking especially about tall grass being easier to implement, but some other minor Pokémon map elements might be easier to implement as well with grid-based movement (the small ledges you can jump when going down a road, etc.). I think the grid-based movement was implemented in original Pokémon games because precise movement on a small screen such as on the Gameboy is hard to manage. Granted, we're not doing a Gameboy game and we're not forced to copy what Pokémon did 1:1, but I feel this would be change for the sake of change, which I don't like. |
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So, the final decision is we keep the grid-based movement system. The decision is taken and we won't come back on it later. |
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Simple question, do we keep it?
Summary of the Discord discussions:
@cyriellecentori
@olivier-grech
@cyriellecentori
I'm personally neutral on the subject, I have arguments for it, and arguments against it. But this thread is here to take a decision so it's done, we will have took the time to think about it and made our choice.
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