Invisible Grid: Difference between revisions
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{{trope}}
A set of spatial constraints, not visible to the player, determines the actions taken by a character in certain contexts. It is most common in 3D [[Platformer
While this takes much of the guesswork out of the process, and therefore allows the player to move quickly without aiming his jumps, it also creates artificial restrictions on the player's actions. One major feature of a game with an
Common in old [[Role Playing Games]] which use [[Faux First Person 3D]].
Games which make continual use of the
{{examples}}
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== [[Role Playing Game]] ==
* Pretty much ANY 2D RPG. ''[[Lunar]]'' and ''[[Chrono Trigger]]'' are notable for ''not'' having grids.
** ''Lunar'' has a grid, but it's rather fine-grained (characters are 2 squares wide, for instance) and the lack of direct control over the [[PC
** By default, any game made with the [http://www.byond.com/ BYOND engine] is tile-based. You can hack around this restriction, but the majority of the games made with it will adhere to this trope.
* Early dungeon crawlers, even 3D ones which were measured in cubes, and all turns were 90 degrees. (See [[Faux First Person 3D]].) Texture repetition revealed the grid. Examples include some ''[[Ultima
* The ''[[Dragon Quest]]'' games on the [[Super Nintendo]] are a bit weird about this. The graphics clearly align to a grid, but characters can also take "half-steps" and stand half in one space and another. It made walking around look slightly more natural that way.
** ''[[Golden Sun]]'' does this as well, although only characters (and not objects like stone pillars) are able to break off of the grid.
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