Tile design
I’m in the process of designing the information contained in each tile. In the old engine, a tile was considered a wall or not. This started causing problem when I wanted to create houses, the player could not walk in corners since the whole tile was considered a wall. Now, this property will be on the edge of the tiles. Each tile will contain 4 properties that define if an entity can walk over an edge to go on the other tile. This might complicate path finding.
In the past, a tile contained 3 images; floor, back and front. This made things a bit complicated when I wanted to do wall and fence. Especially since a tile can be rotated, the back image could then become the front image. Now, the tile will contain 6 images; floor, middle and 4 edges. Depending on the angle on the tile, the images will be displayed in different order.
I think, having more properties/details on each tile will allow more flexibility in the design of each map.
Secret of the Basilisk (prototype)
IDLE, incremental game with a bit of a story.
Status | On hold |
Author | Fluffy Lotus |
Genre | Adventure |
Tags | 2D, Idle, Unity |
Languages | English |
Accessibility | One button |
More posts
- How I'll start developing my new gameJan 04, 2020
- Building up the storyNov 25, 2018
- New quest UINov 08, 2018
- UI TweakingNov 07, 2018
- First version of the new gameOct 27, 2018
- Player stats; 1.3 or 13?Oct 18, 2018
- Battle SimulatorOct 15, 2018
- Starting to implement the story!Oct 09, 2018
- Figuring out what to do with experienceOct 07, 2018
- Working on the UISep 28, 2018
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