{"id":103,"date":"2013-10-10T09:20:33","date_gmt":"2013-10-10T01:20:33","guid":{"rendered":"http:\/\/www.gridsagegames.com\/blog\/?p=103"},"modified":"2020-04-07T14:56:43","modified_gmt":"2020-04-07T06:56:43","slug":"multi-tile-robots","status":"publish","type":"post","link":"https:\/\/www.gridsagegames.com\/blog\/2013\/10\/multi-tile-robots\/","title":{"rendered":"Multi-tile Robots"},"content":{"rendered":"<p>One thing you don&#8217;t see in a lot of traditional grid-based roguelikes is multi-tile units. Most such games are designed on the &#8220;one space, one entity&#8221; principle (though <a title=\"http:\/\/xcomrl.blogspot.com\" href=\"http:\/\/xcomrl.blogspot.com\" target=\"_blank\">X@COM<\/a> has had multi-tile units for a couple years).<\/p>\n<p>This makes things simpler from both a tactical and implementation perspective, but somewhat reduces realism when your fighter &#8216;@&#8217; is up against a dragon &#8216;D&#8217; that should be many times your size, but isn&#8217;t and can squeeze through any corridor you can. Or in the case of Cogmind, you&#8217;re fighting (or more likely running from) a Behemoth class robot which, aside from being a capital letter &#8216;B&#8217;, is still not all that huge compared to a little Swarmer class &#8216;s&#8217;.<\/p>\n<p>For the 7DRL prototype, multi-tile units were removed from the engine to avoid complications from a feature that wouldn&#8217;t see much use given limited development time.<\/p>\n<p>Now I&#8217;ve added them back because they&#8217;ll be fun and further improve variety.<\/p>\n<p>This of course re-introduces level design issues that uniform unit sizes manage to avoid, but large units will be fairly rare so it isn&#8217;t a problem, and the rarity serves to further enhance their &#8220;wow-factor.&#8221;<\/p>\n<p>In ASCII mode large units simply repeat their symbol across their area:<\/p>\n<div id=\"attachment_104\" style=\"width: 221px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2013\/09\/cogmind_multitile_robot.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-104\" class=\"size-full wp-image-104 \" title=\"Cogmind Multi-tile Robot\" alt=\"Cogmind Multi-tile Robot\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2013\/09\/cogmind_multitile_robot.png\" width=\"211\" height=\"105\" \/><\/a><p id=\"caption-attachment-104\" class=\"wp-caption-text\">Right now you&#8217;re not thinking &#8220;wow&#8221;, but you will when you know what that thing is armed with as you consider the nearest path down which it can&#8217;t follow you!<\/p><\/div>\n<div id=\"attachment_105\" style=\"width: 221px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2013\/09\/cogmind_multitile_robot_3x3.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-105\" class=\"size-full wp-image-105 \" title=\"Cogmind Multi-tile Robot (3x3)\" alt=\"Cogmind Multi-tile Robot (3x3)\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2013\/09\/cogmind_multitile_robot_3x3.png\" width=\"211\" height=\"105\" \/><\/a><p id=\"caption-attachment-105\" class=\"wp-caption-text\">Larger than 2&#215;2 is possible, but robots that big would need their own special area to make sure they didn&#8217;t have to smash through walls to get where they&#8217;re going.<\/p><\/div>\n<p>Large units are also compatible with sprite mode:<\/p>\n<div id=\"attachment_106\" style=\"width: 221px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2013\/09\/cogmind_multitile_robot_sprite.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-106\" class=\"size-full wp-image-106 \" title=\"Cogmind Multi-tile Robot (sprite)\" alt=\"Cogmind Multi-tile Robot (sprite)\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2013\/09\/cogmind_multitile_robot_sprite.png\" width=\"211\" height=\"105\" \/><\/a><p id=\"caption-attachment-106\" class=\"wp-caption-text\">Wanted: Pixel artist.<\/p><\/div>\n<p>So the days of tiny Behemoths is over. Another candidate for largification is the optional end boss. (I say &#8220;optional&#8221; because Cogmind should technically be winnable by stealthily avoiding as many enemies as possible, including the end boss.)<\/p>\n<p>Next: Time to spruce up the environment with some &#8220;furnishings&#8221; appropriate for a world of robots.<\/p>\n<p><em>Update 200407: Since this post I&#8217;ve written a lengthy article <a title=\"Developing Multitile Creatures in Roguelikes\" href=\"https:\/\/www.gridsagegames.com\/blog\/2020\/04\/developing-multitile-creatures-roguelikes\/\">describing technical and design issues<\/a> associated with having creatures that occupy multiple cells in the grid-based world of a roguelike, with solutions.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>One thing you don&#8217;t see in a lot of traditional grid-based roguelikes is multi-tile units. Most such games are designed on the &#8220;one space, one entity&#8221; 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 [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":105,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34],"tags":[4,16,17],"class_list":["post-103","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-mechanics","tag-cogmind","tag-multi-tile","tag-robots"],"_links":{"self":[{"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/posts\/103","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/comments?post=103"}],"version-history":[{"count":5,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/posts\/103\/revisions"}],"predecessor-version":[{"id":4008,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/posts\/103\/revisions\/4008"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/media\/105"}],"wp:attachment":[{"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/media?parent=103"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/categories?post=103"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/tags?post=103"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}