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QuantumTangler avatar QuantumTangler commented on April 28, 2024

I'd suggest that the foot crank instead operate when the player or NPC is in either the same square or an adjacent square, in order to simulate, for instance, a recumbent bicycle.

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kevingranade avatar kevingranade commented on April 28, 2024

If you're modelling a recumbent bicycle, the player/seat/crank are still in
the same square, our resolution for tiles isn't high enough to make a
distinction there.
More importantly that breaks the real purpose of requiring them to be in
the same square, which is only letting the player operate one crank. We'd
need another layer of code to ensure that 1-to-1 relationship is enforced.

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QuantumTangler avatar QuantumTangler commented on April 28, 2024

Is there anywhere that the tile resolution is explicitly defined? I'd been assuming a meter per side, but I take it that it's intended for the tiles to be larger than that.

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kevingranade avatar kevingranade commented on April 28, 2024

There's intentionally no specific sizing for a square, it's pretty much
impossible for it to be consistent with the constraint of uniform sized
tiles and have a reasonable scale for sight and movement.
It's roughly a meter on a side though.

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Rivet-the-Zombie avatar Rivet-the-Zombie commented on April 28, 2024

Some sort of system whereby vehicle speed/acceleration is determined by the user's STR stat would be nice as well.

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kevingranade avatar kevingranade commented on April 28, 2024

Yep, that's been on my todo list longer than dda has existed >_<

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sparr avatar sparr commented on April 28, 2024

checking in. most of the requests at the top of this issue are done now, I think? Not the STR-based acceleration from later, though.

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KA101 avatar KA101 commented on April 28, 2024

Meh, I'd hate to close Kevin's cute bicycle ASCII there. D:

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