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This is pretty neat! Here are a bunch of things that I would consider high priority to implement if I were making this myself, many of which you have maybe tho
by uglycoyote 6y ago
This is pretty neat! Here are a bunch of things that I would consider high priority to implement if I were making this myself, many of which you have maybe thought of:
- Undo! I accidentally clobbered my carefully planned roads while dragging to fill the area adjacent to the road with grass!
- Make it a more intelligent about laying roads when dragging (auto-choose the correct road piece to connect to adjacent road properly) to reduce the tedium of having to choose the tiles manually
- Likewise when flood-filling with something like the concrete-with-railings, it should flood fill the middle with non-railing pieces and the perimeter with the railing on the outside.
- selection mode, drag to select area, copy-paste
It was not clear what the brush menu did, the dialogs with numbers and no explanation were intimidating and nothing interesting happened when I accepted the numbers.
- atum47 6y agoI cannon't implement smart road construction without telling the user that they need to describe which tile is what: a straight road from top to bottom, a left curve, a cross section... and was having trouble even with getting people to use it when they had to import their own textures (because you need to specify the tile measures - real ones and grid size). I definitely thinks the UI needs better naming and maybe a total refactor, so I'll keep that in mind.
- uglycoyote 6y agoI think rather than having to upload and describe each tile independently, it would be better to come up with a system which allows related sets of related tiles to be uploaded as a group Something like 9-slicing comest to mind (https://en.wikipedia.org/wiki/9-slice_scaling https://en.wikipedia.org/wiki/9-slice_scaling). If your road was represented by basically a single texture that has 9 equal size quadrants, then you could pull out the 4 corners and two straight sections out of this easily. That would also lend itself well to the railing sections, where you could pull out the 8 railing pieces from the perimeter, and the one non-railing piece from the centre. By specifying it as one texture in a coherent and standardized way, you would both avoid both needing to painstakingly declare all the texture metadata, and have a clear system where the similar directional sets can be defined and used in the same way to either flood fill or to make road-like things. (e.g. fences, railroads)
- atum47 6y agoI do use this in other projects, like in my tower defense game (https://github.com/victorqribeiro/towerDefense https://github.com/victorqribeiro/towerDefense), but I was only working with one texture. this project is not a city builder, it's a tile map editor, and should be generic enough to acomodate any type of tiles (I talk about that a lot on my videos). this is something I would really like to do, I think I just need a better way for the user to specify these corners tile. or, define a standard the texture must follow so it could be imported.