Skip to content

Terrain

acoox edited this page May 24, 2021 · 5 revisions

The terrain in the provided example game uses tiles, placed orthogonally. The game includes functionality for creating terrains in different orientations, and converting from tile positions to world-space positions.

Key Components

  • TerrainComponent: This component, when attached to an entity, can be used to create and render a terrain. This is generally done through the TerrainFactory rather than directly instantiating it.
  • TerrainFactory: Where terrains get created, by choosing the orientation and filling in the tiles. When creating the factory, the desired tile orientation can be chosen. The TerrainFactory can then be used to create all the terrains in your game.
  • TerrainTile: Represents a single tile in the terrain. This can be modified to add features like walking speed, particle effects, and sound effects.

Orientations

Orthogonal

Isometric

Hexagonal

How to change

To change the orientation, you need to:

  • Change the TerrainOrientation in the constructor of TerrainFactory. This will likely be somewhere in the GameArea.
  • Update TerrainFactory.createTerrain() to use the tile textures you've created for your orientation. In the example game, one terrain of each type is given. Orthogonal tile textures should be square, isometric tile textures should be a 'diamond' shape, and hexagonal tiles should be... hexagonal.

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

Clone this wiki locally