![]() And therefore whether I want this tool to be made depends on whether it can create a good experience for the player in these wide-open spaces. So I'd try to use this kind of tool to create wide-open, 3D spaces that players could appreciate. I was never interested in the Wolfenstein-like labyrinths in early PC games, but one of my favorite things to do in an RPG (or platformer or MMO) is to take a long time appreciating the world from all different views. I voted Yes in the poll, but with reservations about how it will actually create 3D environments. Performance concerns only apply for free-movement, if the movement is axis-aligned and the player can only step 1 tile at a time then performance won't be a concern as the majority of the effect can be pre-calculated, which is how it was done in the classic console RPGs that featured first-person dungeons. I think this is what would be most interesting, utilising the tile-map for creating the floors, ceilings and walls and adding scaling sprite objects.Ī lot of the concern seems to be about performance and people have posted some example Plugins that have a dependency on WebGL WebGL is not necessary for this kind of Plugin, it is possible with Canvas2D, but it requires a lot more code to get working. Native support for building these kind of maps would make our first-person Plugins far simpler to utilise. ![]() I think the community as a whole will always be interested in extra features like this. ![]() Would the player movement for this be axis-bound where they can only look in 4 directions and move 1 tile at a time? Or would it be free-movement akin to ray-casting games? Excellent, I love these kind of first-person ray-casting engines and I've implemented some myself in MV as an experiment, even though the ray-casting technique isn't actually that good for modern processors (wasn't even that good for the i286 back in 1992, but was an ideal solution for quickly solving the visibility problem). ![]()
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