15-Jul-2023, 19:25
(This post was last modified: 15-Jul-2023, 19:26 by SweptThrone.)
Week of July 9, 2023
Tile Test
This week I made a simple random terrain generator with three terrain types. It's currently fully random with no regard to anything around it nor any weighted chances.
This came with the side effect of me needing to learn how to programmatically add tiles to the world, or in Godot terms, add scenes to a scene. I don't really like the whole idea of calling everything a scene. In my mind, the world would be my scene and a tile would be an object, but oh well! Anyway, the player "scene" in the movement test was about ten times larger than it should've been, meaning any time the player was on screen, it would always be that large unless scaled down. This was clearly just an inconvenience, so I reset the scale. Also for some reason, Godot decides that your nodes should be centered in the scene, meaning the position (0, 0) for any object was its center. Thankfully there's a checkbox to change this, but being centered is default behavior. You can see the player demonstrating a very basic pass of Z-indexing, where you'll be occluded by trees in front of you. This doesn't work quite right yet, but I'm getting there. The trees are also just another tile object located 96 pixels above the tile it's on. I don't know if this is a bad idea yet or not, but for now it's what I'm doing.
Tile Test
This week I made a simple random terrain generator with three terrain types. It's currently fully random with no regard to anything around it nor any weighted chances.
This came with the side effect of me needing to learn how to programmatically add tiles to the world, or in Godot terms, add scenes to a scene. I don't really like the whole idea of calling everything a scene. In my mind, the world would be my scene and a tile would be an object, but oh well! Anyway, the player "scene" in the movement test was about ten times larger than it should've been, meaning any time the player was on screen, it would always be that large unless scaled down. This was clearly just an inconvenience, so I reset the scale. Also for some reason, Godot decides that your nodes should be centered in the scene, meaning the position (0, 0) for any object was its center. Thankfully there's a checkbox to change this, but being centered is default behavior. You can see the player demonstrating a very basic pass of Z-indexing, where you'll be occluded by trees in front of you. This doesn't work quite right yet, but I'm getting there. The trees are also just another tile object located 96 pixels above the tile it's on. I don't know if this is a bad idea yet or not, but for now it's what I'm doing.
~SweptThrone •.-