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Question Regarding Navigation

A topic by Kalli's Creation Station created 34 days ago Views: 227 Replies: 2
Viewing posts 1 to 2
(+1)

Quick Disclaimer: I had surgery today, and I'm still a little loopy, so sorry in advance if it turns out that I  overlooked this while searching.

I had a quick question: with the navigation function and buttons, could it be possible to create something akin to first-person dungeon crawlers?

Here's the breakdown: -again, sorry if that was discussed already or if it doesn't make sense-

  1. Uniformed naming convention for cards
    • Cell #/Coordinate (A-??? + 1-???) + Floor #
      • E.g. "A5-1" or "B1-0"
    Table/Database that contains the rooms and which cells they connect to
    • Coordinates each column/list/whatever
      • So "A5-1" is broken into "A" "5" "1"
    Four directional buttons, each utilizes nav/click/go function/feature/thing
    • Checks name of card as a value/variable
    • Checks it against database/table
    • If it connects, try to move
      • If obstacle, call the dialogue pop thing
      • If no obstacle, move
        • E.g. "A5-1", going forward one, so "5" + 1 = "6" as in "A6-1"
    • If it doesn't, do nothing

If it's even just possible in theory, then that's all I need to hear, as I love doing the absurd things that push a tool to its limits.

Anyways love the tool! 'Night y'all!

(+1)

I haven't messed with anything like this personally, but yeah this should absolutely be possible! I don't see why not, and I'd love to see it happen.

An additional tiny thought:

The Shortcut option inside the Button Properties window:


When there's a Shortcut set up, that key press will 'click' on the associated button, and it allows for things like WASD navigation for your players with keyboards in front of them which might suit this kind of game well. (Though also having on-screen buttons is ideal for mobile players.)

(+1)

Sweet! Thanks so much!