So yeah, not going to do anything interactive as of yet. Or any progress in continuing with making a game. I’ve been watching tutorials and reading documentation, and I figured it’s probably better to write about tilemaps, rather than touch the conding portion yet. At the same time, we’ll define what we want from this first stage of project.
Tilemap – What is it For?
Tilemap is often used in 2d games, whether top-down, isometric, or sidescrolling. Tiles are simply the graphics used in the game. Imagine you are using hexes:
Crude as it is, you could use these three with a bit of imagination to create a map with desert (yellow), ocean(blue) and plains(green). Rather than harcoding the map, or worse yet creating it as a single image, you can use the grid. In Godot this is something that is already programmed into the system, and it supports different shapes like hexes.
To put it short, tilemap is the graphics used in the game, usually standardised to certain size. A collection of such graphics is called and Atlas.
Let’s Design The Game
So far I’ve learnt almost nothing and gotten nowhere. But I have come up with an idea what I want from this first project. Things that should be relatively easily to implement.
- A hex map with different terrains.
- Units that have attributes like movement, attack, defence, and HP.
- Turn based gameplay with one or more units per side.
- Terrain that affects movement, attack, and defence.
- Interface to play the game
That’s it, and perhaps that is what we are going to look at next time?
Meanwhile, here’s a couple tutorials to check out: