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Godot Tactics RPG – 05. Pathfinding

The Liquid Fire

As we need to find all possible tiles a unit can move to, A* quickly bogs down because it is designed to find a single path from point A to B as quickly as it can, but finding a path from A to B-Z is a lot of individual paths. static func GetDirection(t1: Tile, t2: Tile): var dir:Directions.Dirs var toTile:Vector2i = t1.pos

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Creating the Perfect Board Game Scoring System (Tasty Humans Pt. 2)

Brand Game Development

Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. He, after all, created the pattern building game that we call Tasty Humans , so it makes for a great case study! I decided that the basic gameplay was going to involve filling up a grid with tiles. So What Next?

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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

He, after all, created the pattern building game that we call Tasty Humans , so it makes for a great case study! Players weren’t just drafting which tile they wanted most; they were also picking their turn order for the next round. Is it worth taking that better tile at the expense of picking last next round?

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Top Emerging Free Game Development Tools and Trends!

Big Games

Think AI that helps you build landscapes, real-time 3D sculpting like magic, and coding made accessible even for total newbies. We’re also zooming in on trends that’ll have your game soaring across platforms, rocking real-time multiplayer, and even letting players team up and build together. But that’s not all!

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How to Design the Core Engine of Your Board Game

Brand Game Development

The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. The core engine involves this concept plus mechanics related to virus eradication. Carcassonne : The purpose is to build the best village. The placement of tiles is part of the core engine.

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Godot Tactics RPG – 04. State Machine

The Liquid Fire

The original version of the code marked the class as abstract, which GDScript does not seem to have any concept of. I removed the check for whether or not a tile is valid from the original tutorial. My reasoning here is that it will allow us to move our cursor over empty tiles, without the need to create dummy empty tiles.

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Adventures in Map Zooming, Part 4: Polishing

Grid Sage Games

Odds and Ends Gotta check every little thing, like the tiles-ASCII toggling animation, does that work? For the tileset animation I think it was as simple as having needed to set it to match whatever tile size the map is currently using, rather than always using the standard size. How about the map export function?

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