It falls into the style of RPG that is more like reading a book than having freedom to do whatever you want. Some people really like that story aspect.
Are you using the US or the Japanese numbering? US 2 was pretty good. Japanese 2 was still super early and closer to 1, so not very complex. I found that one to be fairly dull.
Not that I don’t believe them, but it’s odd that none of the videos from YouTubers with early access have shown that kind of performance. It makes me wonder if they are trying to set lower expectations for some reason.
At least to me, adventure mode is even more complicated than fortress mode. Maybe the graphical overhaul can fix some of that, but it’s going to be a long haul.
Sure, I guess, but constantly mapping between them gets complicated and adds overhead. Plus, now you are dealing with curves instead of lines when checking for intersections, and that gets far more expensive to compute when you are trying to do thousands if not millions of checks per frame when trying to run at 60 or 120 frames per second.
I’m not saying it isn’t possible, just that games haven’t traditionally been written that way, so you can’t build on what they have already figured out. That makes it harder to find people who have game dev experience in that kind of math.
Games, support libraries, and engines don’t really support spherical coordinate systems. If you don’t want to write everything from scratch, you gotta go Cartesian.
Imagine trying to find the intersections of a line or region as it crosses multiple cells of a non-euclidian “grid” near the poles where an entire axis can flip from one cell to the next.