Top Down RPG Movement w/ Correction?

Posted by Corey Ogburn on Game Development See other posts from Game Development or by Corey Ogburn
Published on 2011-01-12T04:19:26Z Indexed on 2011/01/12 4:59 UTC
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I would hope that we have all played Zelda: A Link to the Past, please correct me if I'm wrong, but I want to emulate that kind of 2D, top-down character movement with a touch of correction. It has been done in other games, but I feel this reference would be the easiest to relate to. More specifically the kind of movement and correction I'm talking about is:

  • Floating movement not restricted to tile based movement like Pokemon and other games where one tap of the movement pad moves you one square in that cardinal direction. This floating movement should be able to achieve diagonal motion.
  • If you're walking West and you come to a wall that is diagonal in a North East/South West fashion, you are corrected into a South West movement even if you continue holding left (West) on the controller. This should work for both diagonals correcting in both directions.
  • If you're a few pixels off from walking squarely into a door or hallway, you are corrected into walking through the hall or down the hallway, i.e. bumping into the corner causes you to be pushed into the hall/door.

I've hunted for efficient ways to achieve this and have had no luck. To be clear I'm talking about the human character's movement, not an NPC's movement. Are their resources available on this kind of movement? Equations or algorithms explained on a wiki or something?

I'm using the XNA Framework, is there anything in it to help with this?

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