Daily Update : Map creation



Well we can build maps in the editor now as you can see in the pictures! The thing that sucks is that I haven’t implemented save quite yet and so when I closed the toolkit the map said goodbye.

This map uses 10 of the currently 11 tiles and 3 tree models. It took me around an hour to build this map and during the whole process I had no errors or crashes – so that is a good sign.

There are still a couple of things that need to be ironed out in the building tool – and I need to add more tools for adding multiple tiles at a time so that the maps won’t take so long to build. But the groundwork is coded to get that stuff implemented.

So the code that I’m going to show today is the new and improved draw function – I think anyone can understand this.

void MapWindow::paintGL()

That’s it for today. Thanks for reading and stay tuned for more updates.

Latest Comments
  1. Justin Diffenderfer

    The more I watch this, the more it reminds me of Heroscape. I’ve been working on making a computer version of that, so I am very interested to try this out (maybe I don’t need to bother working on mine?).

    • Alex Bourne
      Alex Bourne

      We definitely have drawn a lot of the inspiration for this game from Heroscape (along with Minecraft). I wouldn’t give up on your game though… there is always room for more “Heroscape” adaptions 🙂 . What game engine are you using to develop your game with (if you don’t mind me asking)?

      • Justin Diffenderfer

        I don’t mind at all. I am making my own engine. I started learning OpenGL and GLSL last summer while on a vacation, and I have been working on the Heroscape-wannabe since I got shaders to work. I am also using my engine to update my iOS dice roller, but shadows don’t seem to be working (I’m sure you remember from GameDev.net) on OpenGL ES 2.0. If you don’t mind my asking, what are you using for your game?

        • Daniel Randle
          Daniel Randle

          We are using OpenGL ES 3.0 – the toolkit/map builder windowing system uses qt but for the game itself we will probably use glut just because its cross platform and doesn’t manage threading so much.. so did you incorporate deferred shading for your engine then? I might do that in the future for ours but for now we don’t really need it as of now. Our biggest issue is going to be getting this toolkit/game compatible with older computers since I almost exclusively use shaders for everything (even my selection rectangle).

  2. Justin Diffenderfer

    I did try, but my inexperience kinda ruined it. Maybe I should try to do it again now that I have some knowledge behind me.