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D20 RPG – Size, Space and Reach

The Liquid Fire

Different creatures can be different sizes, and accordingly may occupy different numbers of tiles, or be able to reach different tiles (such as for attacking). Size System Create a new folder at Scripts -> Component named Size. Size System Create a new folder at Scripts -> Component named Size.

Tile 52
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D20 RPG – Board

The Liquid Fire

A lot of people asked about making 2D maps and how to use different types of tiles like water vs dirt. For this lesson I created a couple of simple images to use for tile maps. This asset will be sort of abstract data, and can be “skinned” with specific tiles at a later point.

Tile 52
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D20 RPG – Combatants

The Liquid Fire

Overview This lesson is focused on adding some art assets to represent our combatants. We will also provide a tile based room for them to fight in. It includes a collection of prefabs, scripts and sprites that we can use to play with. Combatant UI Open the script at Assets -> Scripts -> UI -> CombatantUI.

Sprite 52
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D20 RPG – Targeting

The Liquid Fire

Y: 0, Z: 0) Finally, open the asset, Assets -> Objects -> Encounters -> Encounter_01. Y: 0, Z: 0) Finally, open the asset, Assets -> Objects -> Encounters -> Encounter_01. Y: 0, Z: 0) Finally, open the asset, Assets -> Objects -> Encounters -> Encounter_01.

Tile 52
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D20 RPG – Pathfinding

The Liquid Fire

In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.

Tile 52
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D20 RPG – Enemy Pathfinding

The Liquid Fire

Although I imagine that for the most part the player will only be controlling medium sized units (which occupy a single tile), I also want to make A.I. “Brain” asset that controls the strategy of what actions an Entity uses and how or when it uses them. flexible enough that it can work with units of any size.

Tile 52
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D20 RPG – Positional Awareness

The Liquid Fire

As a side benefit, you can look at the script in the inspector and see the Entity’s id which may be useful for a variety of debugging purposes. Open the EntityViewProvider script and modify the SetView method to look like this: public void SetView(GameObject view, Entity entity, ViewZone zone) { if (!mapping.ContainsKey(zone))