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Seeking clever folk to weigh in regarding the logic required to produce a fairly unique kind of environment...

  • AndymationB

    Someone made a spherical world with a follower in the middle to act like gravity. Theirs was smaller, but maybe if it was big enough it would suit your needs?

    Andy

  • OgTheEnigma

    This is potentially a really difficult and complex logic problem. To begin with, I'd just get the basic spawning for the map to work, with just 1 map tile repeated. I think the best way to do it is if the map moves and the player rotates. Just start on the X and Z axis before adding any Y axis (vertical) movement. You're almost certainly going to need to implement vector logic to get the map to move correctly, based on the player's rotation. Don't add any extra gameplay features or enemies until you get a basic working map, at minimum.

    I'm sorry I can't go into more detail. I haven't personally tackled anything this big or difficult yet, so I'm just outlining my thought process to get started.

  • Spirit-X

    Yeah, good advice thanks. That's basically the exact approach I'm using at the moment. The movement stuff seems ok and I'm just about familiar enough with basic vector calculations to get through that bit.

    The part I'm struggling with is how to allocate and organise the map tile logic once I do have more than one tile on the map. I mean, if for example the map was going to be 10 x 10 tiles in size, with software that would be easy to handle with an array but I'm not sure how to translate that idea to Dreams.

  • OgTheEnigma

    2 selectors could work for selection (think of it like a chess board). The active 2 outputs, plus an AND gate could point to the most central tile, with the relevant adjacent tiles also being active.

  • Skeuomorpheus

    Have a look at this youtube tutorial - it does it in a linear way. May inspire you :-)

    https://m.youtube.com/watch?v=hFU9Uz1EAkc

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