Skip to main content

Tiles in game.

30 minutes later +/- some thinking time and the time it took to write the blog I've got some basic tiles in game for testing.





The first thing I noticed about the tiles in game was that the initial texture was too high contrast. The characters and monster disappeared in to the background.
So I lightened them up. I also added a quick bit of code to randomly rotate them by multiples of 90 degrees.

The final version would include more variants of the tiles, as well as some that can be placed around the edge of a pit.
Adding the gravel was pretty painless, and later I can add bloodstains, moss and other stuff to add a bit more interest to the levels.

Here's what the tiles look like up close as a group:
This was before reducing the diffuse contrast. It looks great, but it is too busy. It becomes difficult to play the game. Not every tile would be cracked in the finished version though and not every one would have gravel or other details. So I have to strike a balance between too busy and too boring.

Comments

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...

The basics of A Star Pathfinding

Someone wanted to know how the code works for basic A* path-finding. Rather than reply in Facebook, I've made a quick post for it here. 1. create an array of nodes to represent your level.  It can be nodes with connections, or it can be a list of co-ordinates where connections are assumed to be NESW where a node exists.   Example 1:   level = {"001":[["002", 5.0], ["003", 5.0]], "002":[["001", 5.0], ["003", 5.0]], "003":[["002", 5.0], ["001", 5.0]]}    This is a dictionary based "mesh" type array, for easy reading. You can see it has 3 nodes arranged in a triangle. Each node is connected to two others, and in this case, the distance between each is 5.0 units.    It's easy to see how this mesh could be expanded. You just need more points. Each point must include its two neighbors and the distance between them.   Example 2:   level = [[0,1,1,0], [0,0,1,1], [1,1,1,0], [1,0,0,0...