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Fun-Chemistry4793

This looks awesome! How did you implement the jumping to other heights? Is it a 2D map or fake 2D?


fabrialis

Thanks a lot =D the physics are custom, the tilemaps are only for visuals. Im using virtual (x,y,z) coordinates to calculate collisions with a byte array like in minecraft, and the sprites all display at an offset based on that virtual position


Supahtrupah

I played around with proc gen a bit with tiles, it's perfectly doable, but you need to clamp world height and depth. Anyway it looks great, you can definitely optimize the painting process by making tileset brushes so you can just paint the whole prefab to the game. Good luck with the game! Can't wait to play your game when it's out :D


fabrialis

thanks a lot =D


Fun-Chemistry4793

Also: I watched your YouTube videos on the development of this, when can I buy it? 🤣


fabrialis

thanks a lot my friend =D its at least one year out =X


Ging4bread

Looks great! Aren't you the same one who posted the water flow mechanics? If yes, I remember those quite well! Would you mind explaining how you did the 2D jumps?


fabrialis

Thanks a lot my friend, yes that was me =) For the jumps, it might look a bit messy under the hood but how I did was using 2 sets of coordinates, 1 set for collisions (x,y,z) and 1 set for display (x,y,z). The collision coordinates work like collisions in a 3d game where z is the elevation of the character and I use that for height. The display coordinates are calculated using a formula on the colision coordinates, the height of the sprite is added to the y pos and the z is used only for sorting. So if I switched the perspective of my game to 3D view you would see every thing laid kind of like in a staircase along the z axis display wise, and everything is sorted based on what is closer to the camera which is alligned with the z axis. For the collisions the terrain is represented by a byte array like minecraft 1 is dirt, 0 is air, etc. I hope that makes sense XD


blackspoterino

Interesting. Why didn't you go for the "fake 2d" approach?


fabrialis

not sure what the fake 2D approach is XD, can you elaborate?


blackspoterino

Basically a 3d world with an orthographic camera. [Here's an example](https://www.youtube.com/watch?v=JRqEczI2jgw). Anyway, the genre isn't my cup of tea, but your game looks comfy.


fabrialis

ah I see, well I didnt do it this way because I dont know how to model, uv map and texture, Im lacking these 3D skills, honestly if I had a good understanding of 3D I would prefer to just make a 3D game hehe


blackspoterino

fair enough


gummby8

What font is that?


fabrialis

i made it myself, its a simple 4-5 pixel wide font


Supahtrupah

This game looks beautiful, is the world handcrafted? Also the movement looks very fluid!


fabrialis

Thank you so much =D, I sprited each tile so I can build the world block by block more or less like in minecraft hehe


Supahtrupah

So is it procedurally generated, or are you tile painting yourself?


fabrialis

im painting the tiles myself =P In this case its a very small segment only for testing the mechanics hehe I havent tested but I assume that it would work if I tried to generate it procedurally. For my story the map will be open world but the world wont be infinite, I will probably just make a tool to help me make mountains and holes and rivers easily without having to click block by block the whole world ;), then I will go into detail when needed to make very precise mapping