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Second goal: A worldmap

Ok, technically, getting a town was goal #2 on my map. These are in no particular order, I guess. Also, I’ve hardly finished making a town from a static map. The player can’t go through a door or even interact with anything! But I want to make a world map next, so that’s what I’m doing!

Given the world of Sanctorum is one I’ve been working on for a long while, I have a lot of info for it that’s very well organized (thanks to WorldAnvil!) Designing my world map is something I finished a good long time ago, so recreating it in an array and bringing it into the game should be easy now that I have the proper scripts to do so.

The most time consuming part here was simply making the art assets then creating the world map in Tiled. It took a solid week. But the result is a nice map 200×200 tiles.

I decided to go above and beyond a little bit here. I’ve already got names for every town and geological feature on the map. Wouldn’t it be cool if as you walked over each tile, the game could display the name of that area or feature? Seems like a good excuse to make use of a third digit for each map cell as well! If Forests are ID’ed as “X7” for example, “X7a” could be one forest, while “X7d” could be another. I had to create another layer in Tiled to hold this third digit and create another script in Unity that held the names of each geological feature, but got that all sorted out in the end as well.

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