article thumbnail

Tiles editor progress report #4

Mircosoft Game Dev

Hopefully in the coming few weeks, the Tiles editors should be ready to be included in the first 4.0 tiles editor series: Tiles editor progress report #1. Tiles editor progress report #2. Tiles editor progress report #2. Tiles editor progress report #3. you are here) Tiles editor progress report #4.

Tile 52
article thumbnail

Tiles editor progress report #3

Mircosoft Game Dev

tiles editor series: Tiles editor progress report #1. Tiles editor progress report #2. you are here) Tiles editor progress report #3. Tiles editor progress report #4. Tiles editor progress report #5. This allows you to customize the properties that the tiles themselves expose. TileSet rework.

Tile 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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
article thumbnail

D2 log 074 – New level format

Catnip Games

This gives me freedom in level design and saves work making tiles… tileable. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. Everything is just one big texture. So it’s RGBZ.

Terrain 52
article thumbnail

Godot Tactics RPG – 02. Board Generator

The Liquid Fire

We’ll create everything we need to build our tiles and generate a board or two. Tile Script We’ll create two folders here. Because we are going to be updating and viewing the tiles in the editor, we need the @tool command at the top. The next two values let the tile itself keep track of its position.

Tile 52
article thumbnail

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. Even worse is that our current iteration of the pathfinder does not include blocked tiles in its path map, so as it is now, I can’t see a path to an opponent.

Tile 52
article thumbnail

Old World Designer Notes #6: Citizens and Specialists

Designer Notes

With that preamble done and due praise given, it is all the more remarkable that one bad game mechanic has been preserved from version to version, tweaked perhaps, adjusted at times, but still as clumsy, fiddly, and unnecessary in 2021 as it was in 1991 – the system of placing citizens on tiles.

Tile 40