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Old January 4, 2011, 19:06   #9
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Originally Posted by d_m View Post
Currently we have one wall character. We would need to support (at least) 16 (1 + 4 + 6 + 4 + 1) different wall tiles for all the different connectedness options:

x1 wall touches walls on all sides (embedded in other walls
x4 wall touching walls on 3 sides
x6 wall touching walls on 2 sides
x4 wall touching wall on 1 sides
x1 wall touching wall on 0 sides (pillar)

I don't know if we need to worry about diagonal connectedness. If we do, then instead we need 260 tiles to cover all possible kinds of connectedness (1 + 8 + 28 + 56 + 70 + 56 + 28 + 8 + 1). That is probably not feasible.

The graphics look great!

Do you think having 16 kinds of wall tiles will work (e.g. that we can do the 3d walls you're doing)? keep in mind that we would need to "cut up" your graphic into squares and then randomly piece them back together based on the map. I can't visually tell if this will work or not.
I think 16 will work, but I could be wrong.

I'll add this to my list of graphics improvements to make. (This will require 16 * 3 different tiles for a 'complete' tileset! 16 for orientation, 3 for lighting.)
takkaria whispers something about options. -more-
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