Time to make some walls for Tai Ming's arcade mode!
"Walls?" you might ask. "Isn't that quite straight forward?" Oh yes, my friend! Typically walls are the least of my worries when I make Arcade floors, as they're just a very basic edge signifying the end of the battle area. In other floors, they're a bunch of random generated trees, or a basic stone wall.
As mentioned in last week's post, however, Tai Ming will be different. We'll mix and match various ways to block off the battle area, ranging from streams of water, fences and even cave walls. And while creating each of those is a rather simple task in itself, they also need to be able to connect with each other and different types of walls - and they all need to work together!
Above you can see the size of the battle area we decided to work with for these rooms. It'll be slightly bigger or smaller depending on which walls are used in the room, but most will be of approximately the same size.
So, first of all, let's take a look at what we have to work with. In order of appearance: wall, mountain, stream and fence:
In a coming post, we'll also take a look at houses that will serve as walls, and maybe one or two variations of these that account for other town-like features. After all, we want to convey the feeling that this is town, in whatever ways we can while keeping the Arcade feel!
For now though, let's look at how we can use these pieces together to create a variety of different room types:
...and so on! Of course, not all of the rooms will have streams or mountain walls, though I suspect many will and they do make for more interesting looking rooms so far (at least until we've added some houses)!
There's still a way to go, but the basics are down and I think this will end up quite interesting once it's all done.
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