Showing posts with label RTS. Show all posts
Showing posts with label RTS. Show all posts

Map Design of the 2D RPG Game

Now we've come to the part I hate the most. Probably the most important aspect of an RPG is the game map. I haven't quite decided exactly what it will be like yet. I hope I don't make a bad start. I know I need to set up a chunk system anyway. However, I don't want to make my game map tile-based. I don't really like the grid look. That's why I asked Gemini for advice. It suggested things like decalling and splatting, which are exactly what I have in mind, but the terminology isn't very familiar to me. Now it's time to get to work. I'm going to define a WorldManager and manage the chunks from there.

If you don't know how the chunk system works, I previously made a simple application related to this topic. You can check out that post here Devlog #2 Isometric Projection

I found a library called FastNoiseLite, and it's quite useful. I think it will allow me to achieve a non-repeating appearance for terrain.

Terrain Generation for 2D Game

It's good.I could work on this until dawn to get a good result. My goal is to ensure the randomness of that landform.

2D terrain landform

I guess I would have to work on the grass texture later. But now it's like enough. I want to see the map when the character moved. That's why I need a camera also.

It worked, but there is some performance issue about chunk rendering. It's to slow and not efficient.

My problem was solved after lowering the splat resolution. I also applied the map to be drawn according to the central chunk where the player is located. However, I'm still not happy with the grass area, so it needs an update...
Terrain Grass
And that's it. Well that's enough for now. Another post, I'm going to focus the character design, and a rigging tool.


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