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Rendering per unit movement paths #11261

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2 tasks done
hackedpassword opened this issue Mar 5, 2024 · 4 comments
Open
2 tasks done

Rendering per unit movement paths #11261

hackedpassword opened this issue Mar 5, 2024 · 4 comments
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@hackedpassword
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Before creating

  • This is NOT a gameplay feature from Civ VI, BNW, or outside - see Roadmap
  • This is NOT a gameplay feature from Vanilla Civ V or from G&K - If so, it should be a comment in Missing features from Civ V - G&K #4697

Problem Description

Longshot. As originally proposed in #8099, resulting in a most useful progress bar, I'd like to ask what the feasibility of having units slide themselves to their destination, rather than teleport. More specifically, on the mention of #8099, as the AI completes the destination tile during Next Turn, the above action occurs. Later in the game, the player would see rapid unit shifts throughout the battlefield, adding an unsophisticated UX element with significant appeal.

A design note I would consider for the wizard coders present, would be handing each unit movement to a thread (or however the wand waves) so that the unit can move independently of AI calcs. Visual result here would be a cascaded flow of movement. Issue may be resource allocation, prompting an opt in options checkbox. Would likely require 'continuous rendering' on.

Any feasibility behind the feature described?

Related Issue Links

No response

Desired Solution

Visual appeal.

Alternative Approaches

Port to Unreal engine.

Additional Context

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@Rincovsk
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Rincovsk commented Mar 5, 2024

Interesting...reminds me that I would love to see a system similar to Civilization II during turn by turn action, but this might be too complicated. Sometimes I get lost in unciv, specially with bigger maps with lots of Civs. I normally play small maps with no more than 4 Civs for this reason...relying on the reports turn by turn sometimes dont help much...just too much thing happening at the same time in bigger maps and at later stages. Anyway, this game is fantastic!

@SomeTroglodyte
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We could do that - if we removed the concurrency from next turn. If the game is blocked, no user interaction allowed, we can start creating visuals for movement as it happens. And get killed by Android for taking too long.

Or do a replay-on-demand from the movement history arrows data - effort a few man-weeks for the code, and a few man-months to animate the legs and wheels of the unit sprites.

@hackedpassword
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"Doable!"
-Nathan Explosion

@yairm210
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yairm210 commented Mar 7, 2024

Actually, if we're only animating source to destination, only on worldscreen creation, it is doable. But the visual effect would be "everyone moves at once".
Animating the actual path would require saving that info, which sounds like"noooo"

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