tag:blogger.com,1999:blog-3571097847607805762.post4207817842080929603..comments2011-06-13T11:33:30.927-07:00Comments on Crimelike: We Have City Generation!Kushttp://www.blogger.com/profile/16945580982316071279noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-3571097847607805762.post-56379089109719139892011-06-13T11:33:30.927-07:002011-06-13T11:33:30.927-07:00There's two mutually exclusive factors here.
...There's two mutually exclusive factors here.<br /><br />Realistically a person takes up a 1 foot by 1 foot square, although it's tight. So we decide on 2x2 to give a little breathing room.<br /><br />At 2x2, your standard "one lane each way" street is going to be about 15-20 tiles wide. That's without sidewalks and parking spaces. Parking spaces will be an additional 4 to 5 tiles (each side).<br /><br />This is simply <i>huge</i> for a game, it takes a lot of memory to store this level of detail, most times the player doesn't care, AND it takes forever to walk across.<br /><br />Bumping up to a 5x5 tile, you begin to lose definition. Beds become 1 tile, doors are always 1 tile (even double doors IRL), hallways are one tile, but large distances become manageable (standard road is 3-4 tiles, plus 1 per parking-space-width).<br /><br />5x5s are good "combat space" tile sizes because if you're swinging around a 2 foot piece of steel, you're going to want a lot of space, and people can't move around you very well. But they're terrible for depicting things like a kitchen full of drawers where you pull out a knife, sneak up behind someone, and slit their throat: you need more detail, closer quarters, and greater maneuverability.<br /><br />But at the same time, too small of resolution means people will have to hold down a key for several seconds in order to walk down the street.Draco18shttps://www.blogger.com/profile/13643061478912936550noreply@blogger.com