Pushing shapes

Hey folks, It's that time again. Unfortunately, I don't have much to report on this week. I continued to work on unwrapping a Voronoi diagram to work on my river tiles, progress has been slow because it's a finicky process that I'm doing. I have two corner tiles connecting to straight tile, and then I have offset the rotations on the corners and the position on the straight tile to ensure all of the shapes match up. Then I calculated that for each degree I rotate the corner tiles, I need to move the tiles in the straight tile up or down 1.9 pixels, based on the direction of rotation. The next part of the process is simply moving each corner tile 5-degrees, and checking out the orientation and position of the tiles leaving or entering that tile, based on the position of the same shapes in the straight tile, and making adjustments until they match close enough. Since this update was pretty boring, I'll also chatter a bit about my intentions for these tiles. With games like Mob Wars, you click a button to "Spend 20 Energy to Do a job", and you get some experience and currency, and it fills a progress meter a little bit. I'm looking to capture the feeling of playing an MMO and adding a layer of exploration to this system. To do a quest you'll need to reach its location in the zone. Each tile begins in an "Unexplored" state. You'll be spending energy (or a similar resource) to "explore" a tile, and reveal the terrain, gameplay features and gain some experience, resources and/or currency. When you explore the destination tile, you'll reveal an encounter or a mini-game, and need to complete it to achieve 100% progress. Anyway, it's time for me to crash. Thank you for reading my Dev blog! Cheers, Dan.

Apr 28, 2025 - 04:10
 0
Pushing shapes

Hey folks,

It's that time again. Unfortunately, I don't have much to report on this week. I continued to work on unwrapping a Voronoi diagram to work on my river tiles, progress has been slow because it's a finicky process that I'm doing. I have two corner tiles connecting to straight tile, and then I have offset the rotations on the corners and the position on the straight tile to ensure all of the shapes match up.

Image description

Then I calculated that for each degree I rotate the corner tiles, I need to move the tiles in the straight tile up or down 1.9 pixels, based on the direction of rotation. The next part of the process is simply moving each corner tile 5-degrees, and checking out the orientation and position of the tiles leaving or entering that tile, based on the position of the same shapes in the straight tile, and making adjustments until they match close enough.

Since this update was pretty boring, I'll also chatter a bit about my intentions for these tiles. With games like Mob Wars, you click a button to "Spend 20 Energy to Do a job", and you get some experience and currency, and it fills a progress meter a little bit.

I'm looking to capture the feeling of playing an MMO and adding a layer of exploration to this system. To do a quest you'll need to reach its location in the zone. Each tile begins in an "Unexplored" state. You'll be spending energy (or a similar resource) to "explore" a tile, and reveal the terrain, gameplay features and gain some experience, resources and/or currency. When you explore the destination tile, you'll reveal an encounter or a mini-game, and need to complete it to achieve 100% progress.

Anyway, it's time for me to crash. Thank you for reading my Dev blog!

Cheers,
Dan.