Subliminal | Tooling Up
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Tooling Up

15 Jan Tooling Up

It’s a whole new year and we’re gearing up for our new game! I’m always excited when we start something new since there’s so much to be discovered about the game. Ideas come pouring out at lightning speed and you just want to do it all, but you do have to hold yourself back a bit so you could stand a chance of finishing it within your lifetime. With all of these ideas you have to wonder where we start! Well first thing we do is a prototype of the game to see if the game is fun as a core concept. This could take anywhere from a few hours to a few weeks depending on complexity. Once we have a prototype we move on to starting on a pre-alpha.

We’re not quite going towards pre-alpha yet. We’re still playing with this idea by creating a small part of the game to get a better sense of what we want to do. During this point in development I started work on a tool to help create the world and levels. This tool is called a Tile Map and what it does is place pieces of the world on a grid. Usually these tools are two dimensional but since our game is going to be 3D I wanted to extend it to include ground height.

Adding tiles to the grid

The Tile Mapper is still really early on but we’re able to place any 3D object on the grid at the moment and delete them. Again it’s not much but we can create prototype levels to play with.

Turning a frown upside down with the eraser

Fill out that face

Adding and Deleting tiles via Rectangle

Here’s some of the next things I’m going to work on for the tool:

  • Resizing the grid
  • Changing layers via hotkey
  • Auto-tiling (Places the correct tiles based on a selection)
  • Undo/Redo
  • Mesh-Merging (Maybe?)
  • Tile Set creator

I’m really enjoying creating this tool. It feels very meditative and there’s a clear goal in mind with future uses for it. There will be more updates on tools that are created for our games and how we use them.

Ryan Leonski
  • Greg Klein
    Posted at 10:18h, 15 January Reply

    Interesting. I’ve been debating whether to use something like tile maps in Unity or 3D levels in Source engine (BSPs) for my game. Tile mapping would probably be easier and keep the scope down–plus, I have no experience using Source as a game engine–but I love the way Source games look so much. People love to hate on it and say it looks outdated or crappy, but the way it does lighting and textures has always looked better to me than most Unreal or Unity games. Plus, Source games can be played on very weak PCs and still look good, whereas a Unity game or UE4 game doesn’t always have that option without the models and textures being heavily dragged down in quality.

    I guess I should just start on something and stop speculating, huh? 😉 Wish I had someone else to edit all this video and get that outta the way.

  • Kurt
    Posted at 11:14h, 15 January Reply

    Cool stuff! Have plans to release the tool?

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