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(1 edit)

wonderfull programm :)

So here is my idea what i would make out of it:

(Final Fantasy Tactics style of an Battlemap


So how you ask ?

Ok here is an list what i need to make this possible

1.

This kind of map is Block based, that means everything so big you can stand on it is 64x64x64, or 64x64x32 (half Block for covering or climb on) 64x64x16 (an slap where an charakter just walk on and gets an little higher) So when i am in the Editor i just klick on one "block" with the right mouse buttom and an popup screen shows up. Like this:




Now i select with the left mouse bottom the side i want to add an Texture, after that an small pop-up wants an source for the texture.
it can be an 32x32 pixel, 64x64,128x128 or more when you dont want to use pixelart.
After you has chosen every texture for every side you click "done" and you made your first custom block you can add everywhere.
Naturally there are ramps to like this:


2.
The camera need an option to fixate it like the example shows on the right side:


Than i need to rotate the camera in all 4 sides

3.
Parameter for the blocks, that means when an character in DnD can walk 5 fields and want to walk over an 45° ramp the parameter says that this block not only kost 1 movement but 2, because its harder to walk on it.

4.
All Objects that are to complex to make in 3d (not everyone has those skills or asset resources) can be made by 2d pictures of the objects that have transparent parts (you can see that in the first picture, trees and the big rock are in 2d) when you rotate the ramera the 2d decal assets always look at the camera and can only blocked by other 2d assets or 3d blocks. to make them interact with players,enemy's,fog of war and so on. they get an collision parameter with an x,y,z coordinate you set here as an example for an tree 128x48x48. An invisible block is now connected to the 2d tree. this block ,blocks light as an example or the movement of someone, you can even climb on the tree with your 2d player token, he will chill on the tree crown.
when you make something that is round you can also make an collision block that has more than 6 sides.
20 sides would be enough to block the light in an way that the 2d sphere has an sphere like shadow.

5.
you can give an specific block you made an gamma parameter, so no matter how dark it is or where the light comes from, an tree or and stair can not be totally black.

6.
like explained in (1.) how to set textures, you can also place 2 more layers on top on an specific texture. because transparency is allowed you can place an Grass texture on top of an Stone Texture
(this is not mandatory, its for effect that change an specific layer on the texture or spawns an specific texture on an other texture to show something like burned grass or an ice effect and so on)
(+1)

Hi Seradest,

thanks a lot for trying RPG Plus! and for your really interesting suggestion. We will for sure think about it, there are few aspects that would be cool to implement in RPG Plus!

it would be possible to make fast new assets and after it an new map with less knowledge about drawing stuff or make things in the right perspective.

on the other side the battle-map would look more organic.

thanks for the suggestions for an alternative 2.5D map. It would be overall a quite different implementation compared to what we have at the moment for the map (3D with orthographic camera). We originally had a perspective camera and we are thinking to add the option for both orthographic and perspective cameras sooner or later.

(1 edit)

Here is an guy who shows how easy it is to make the 2d graphics and than port it in unity

and there are more supported Frameworks and Libraries for Tiled https://doc.mapeditor.org/en/stable/reference/support-for-tmx-maps/

(+1)

thanks, that's really cool! we need to think about it :)

When you need help just ask this guy https://twitter.com/gsengine

sounds great, thanks!