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Reynard Devlog #3 – World Map

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Hello, my name is Boštjan and i think it’s my first time writing here about Reynard.

Unity and 2D tiles

So lets talk a little bit about Unity and 2D tiles. When we started developing reynard we decided to use Super Tilemap Editor, because we figured out that it is simply better than tools that came with Unity. After deciding what tools to use and searching for tilesets there was annoying problem with Unity. Anybody that uses unity for making 2D games with tiles has faced that – random rendering vertical or horizontal lines when playing the game between tiles. I admit it we made few mistakes while figuring out how to fix it. If you use same tile editor as us is really simple to fix this. You must just extrude 1px with tile atlas editor. Other solution is that you add 1px to you tile. I was doing that with  program called Pyxel. You just resize tile to desired size and center it. In our case new tile size was 18×18 because we use 16×16 tiles and then you just copy the edge pixel in all directions around tile. After that you just set size of your boxes in unity sprite editor to 16×6 and your problem should be fixed.

Pyxel Edit

Reynard World map

Now to our world map. I wont tell you how much islands or areas there will be, but you can see in video that for now we have prototyped 4 islands in 3 different biomes. Using Super Tilemap Editor for doing that is really easy and it’s just like painting in Microsoft Paint. I have a quicklapse of doing that so if anybody is interested in that video let me know in comments bellow. When Reynard comes into the vicinity of selected buildings you will see big exclamation mark. This indicated that there you can do something. For now I only log to Unity console some strings if you press attack button but in next week there should be dialogue system instead of me just logging stuff. For Reynard i use sprites that Filip drawed and showed to you in previous Devlog.

So what is next for world map. Working dialogue system, maybe some random spawning enemies, more diverse tilesets, some shaders for the water part and particle effects for islands, because as for now there is only snowing particle system and you can see clouds on grass island. We want to make game looking more interesting and not just bland few colors on ground. Shaders and Particle system will help with that.

So this is all from me for now. Stay tunned for new update next friday.

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