Skip to main content

Walkable tiles.

I went back and did some proper textures for the orcs. They didn't look right walking around in armor which had the player character's textures. Humans can't wear orc armor and I want that to be visually obvious. I also felt I could do more with the orcs as a potential future antagonist so I didn't want them to be too generic.

I also spent a lot of time today making a short helper utility for painting walkable tiles on a tileset. It doesn't take long and they are saved to disk ready to be used by the level builder. When I want to use different layouts or styles in future tilesets I can simply use the script to paint walkable tiles directly on to the tileset pieces.

Here you can see the first tileset being painted. I'd like to be able to show every walkable node as it's placed but there is some slow down associated with adding all those visual guides and it makes painting much slower and more difficult.

The end result of this is I can make a basic walkable dictionary for the level as soon as it is generated, instead of as it was before where I had to wait for all the tile pieces to be placed in game first before I could get walkabilty data. This will have some great benefits including being able to test the map for a valid route through the dungeon.

Items such as furniture and doors will be added and walkability data will be updated to take them in to account when the level loads. You can always smash a table if it is blocking your path.

Comments

  1. looks like a gorilla in a samurai outfit?
    But that aside, I'de try to make it not samurai-like - possibly remove the head crescent. and sin stead of layered (copper?) heavy iron look? More clumsy and heavy.
    You say that humans can't wear orc armour - why? looks like I could wear that with quick tailoring...

    ReplyDelete
    Replies
    1. I haven't really explained the backstory of the project, needless to say, he's supposed to look like that. :)

      Orcs will be a lot taller and fatter than Humans. Armour has to fit closely to the body otherwise it's not useful. Some non-human monsters can wear special "monster" armor but humans can't wear it. They will be able to break it down to some raw materials though which can be used to repair regular human armor.

      Delete

Post a Comment

Popular posts from this blog

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

Map screen designs

I've been working some more on the map window. Right now you can only see the base, it doesn't show items, enemies or even doors on the map yet. These would be decals.


In the top window you can see the modified result of last night's tile based map. It looks good but there are some visual artifacts related to the problems I encountered yesterday, and as well it takes much more code and time to calculate.

The second window uses a cheap trick to fake an beveled look from a smoothed version of the 32x32 map. It uses black to mask unexplored areas.

Finally the third version is meant to look like a had drawn map. I'm using a cross hatching texture to distort it and unexplored areas are shown as blank map paper.

There's going to be a mechanic in game where you need to use some paper every level in order to activate the map for that level. From there it will fill it in automatically. Paper will be pretty rare so it might be worth keeping it safe for the more complex level…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.


Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…