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

Upstairs / Downstairs.

I've decided to make my prefabs multilevel. Later this should allow me to add pit traps and other great stuff. It also makes it easier to line up stairs so that you can exit them on the same co-ordinates where you entered them. The prefab editor is pretty much finished, it just needs some code for loading up prefabs from a saved dictionary, so that they can be checked or edited. The entries will need to be forwards compatible, so I'll be loading each tile and then translating the indexes to a new array, that way if I add extra indexes or extra info (like traps or puzzles) I'll be able to update existing prefabs to work with the new standard. Click for a video.

Automating Level imports from Blender to Godot

  Recently I've been making some levels in Blender an importing them into Godot. There are only about 7 or 8 shaders for each level, not counting dynamic objects which will be added later. But to improve rendering performance, it can be a good idea to split the meshes up into sections. At that point you might be faced with a list like this: Or it might be even more chaotic, if you didn't use simple names for the objects in your level. So it can take a long time to sort out all the meshes, make them unique and add textures and so on. Blender imports with simple Blender textures, or with placeholder materials. This is sometimes OK, but if your Godot shaders are very different to those used by Blender, it means applying new materials to every mesh object in the level when you import the scene. I found that during the design process, I was importing and readying a level several times before I was happy with the final layout. So at first I was wasting a lot of time. In Blender, I us

Advice needed on tilesets...

I need some advice on which is the best way to handle building the dungeon. Right now I'm using prefabs for my dungeon, they have a north south east and west section for each "room": The basic tileset. This has several advantages, and also several disadvantages. Firstly I can have curved rooms, I can have tunnels and other interesting shapes. The tilesets can look quite nice with a little work. On the other hand I can't easily get the navigation data before building the map and once the map has been built I can't make changes to the layout, like having active pit traps or believable secret doors. Although the rooms are interesting, they are quite repetitive, and it takes a lot of effort to make even a few different variations. Also rooms are constrained to one size. A newer version of the tileset with a lot of variant parts for making more interesting rooms. To create a tile set is a real headache too. Planning how to lay out the UVs, trying to cra