A bit about my game, and what I may need help with #702
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This post has been migrated automatically from the old LITIENGINE forum (2018 - 2022). Game.world().environment().map() A map can be loaded from an existing |
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This post has been migrated automatically from the old LITIENGINE forum (2018 - 2022).
Posted: 2020-01-08 19:21:12
User: KvaGram [] (age: 1068 days 🔥; posts: 52)
I need to know what options I have for best using Litiengine's Enviroment and Gameworld features in my game. What is possible, and what is not.
Now, my game project is set in space. It's a game where you are managing the ship and crew of a generational spaceship lost in deep deep space.
So, with that said, the screen is mainly showing one of three things.
1: A cutout (XCOM 2012 / Fallout shelter / anthive style) view of the ship, with parts folded out for a proper view.
2: A view of a procedurally generated star system, with some elements (sometimes NPC spaceships) moving around in a top-down view.
3: A starmap, showing hyperlane connections you can use for travel.
A 4'th thing, a space combat scene, is still in early planning, but we are gonna wait with battle mechanics until more core features are done. We will probably make use of tiled maps there once we start on that.
Of all, the first one is likely to be the most complex by far. So here's some details:
I got some screenshots from a early technical mockup, but I don't know how to post pictures here. Let me know how, and I can show you.
Untill then, I guess I have to describe it.
The cutout view of the spaceship has the 'head' of it on the left. This contains the bridge and such. And the 'tail' with the engines at the back.
Between the two, there is a long 'spine'. On here, there are attached modules ('buildings', if you want) wrapping around the spine.
The modules houses storage, workplaces, living space etc. Everything a small community of, hopefully not too inbred*, desperate space people need to survive for generations.
*(and yes, that's a planned feature)
The modules are split in sections, where each section has different number of modules around the spine, depending on how much space a section's framework take.
Yeah, easier to explain with pictures.
Fundamentally, all modules have approximately the same volume size, but a framework that needs machinery for artificial gravity results in less height, thus the modules wrap around more.
In my vision, I see my spacecrew moving around in the different modules, doing their thing. Some modules have them walk upside-down (from player's perspective), some right-way-up, and some floating in weightlessness.
I can imagine how the spritework and animation could be done (and how it would be A LOT of work), but I can't yet imagine how such a system could work with your engine.
I suppose I will find out, sooner or later. But any help is welcome.
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