Difference between revisions of "Spatial Consistency"

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Some roguelikes, like the [[Guardian Angel]] project, have an strict sense of Spatial Consistency.
Some roguelikes, like the [[Guardian Angel]] project, have an strict sense of Spatial Consistency.
[[category:features]]

Revision as of 05:55, 19 September 2005

The Spatial Consistency is a feature based on the existence of a definite space uppon which all the game action happens, having the actors perform actions over themselves with one and only one set of rules.

This feature is not commonly seen in console RPGs, as there are different rules for different spaces. For example in Final Fantasy, you can't normally attack the population of a town, or jump over that small ridge that doesn't let you continue the history, or walk toward the enemy when you are fighting; aditionally, there's a different scale when you are in the overworld and your actions are restricted there (You can't talk, etc.). You can cast Ultima and destroy this evil dragon but even with your great might you can't destroy this small wooden door that doesn't let you pass.

Some roguelikes, like the Guardian Angel project, have an strict sense of Spatial Consistency.