Movement revamp, collisions and more

Earlier this month, it was decided to go through complete code refactoring due to numerous downsides of unit movement, i.e. drifting, stucking and other issues made movement look and feel not right. It was a tough decision and took 3 weeks of programming efforts but it was definitely worth it. Now, movement looks very spot on to the original Dark Omen's one and somewhat even surpassed it (more fluid, no way to repro DO "dancing bug"). 

Numerous playtests helped to succefully discovered precise movement speed formula used by units in Dark Omen. New map with tick marks for testing helped greatly to achieve this.

Another playtest sessions helped to find unit formation dependency in DO which has already been succesfully added to current build version of DOReborn 

Next steps are implementation of proper unit collision which will allow to proceed with implementation of melee combat mechanic. 


The video below demostrates mentioned updates: