Using the RPG Map Editor

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The map editor is very slowly taking shape. So far the map heights, base colour of the floor and initial models are all changeable.

Currently it is all in very early dev with just 3 debug models for the floor and floor 2 options.

The smaller 2d (topdown) map is now mode sensitive, so it will show different heights, colours, object rotation, etc depending on the page being worked on.

UI unified with matching buttons:

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Map Editor Design

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The basic game engine is more (or less) operational. Movement, monsters, and lots of 3d stuff all complete. Now a game must be created. and this needs some form of level editor.

Using the core framework along with the old map view. the view has been updated to be more visual with a full grid pattern, dark outlines where different floor heights are plus extra shading showing where floor heights change or meet walls.

Zooming in/out of the map is now possible along with grab and drag (to move the view).

Mouse dragging shows a selection in yellow. you can either use hotkeys or the buttons to perform basic operations (raise, lower the floor. Turn selection into floor or wall, etc):

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Monsters are shown with their basic size, near and far distance triggers. If a monster has a trigger situation, then this is also highlighted.

bullets are also shown, and everything is realtime, so no recompiling, etc.

When the map is changed, there is a logical automatic checking system to fill in missing walls, remove dead space etc.

Next up will be the ability to change colours and also use different graphics.

Lighting and Monsters

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Lighting is now enabled in the basic form. This is grid based, but is totally dynamic

In the above examples you can see two areas with single lights. The cube is lit by green whilst the corner is lit by red.

You can also see that the core figure is now lit with a slightly off white (yellowish) light which accounts for the coloured falloff where it is placed.

The second image shows the gel-cube firing six ‘bullets’ towards the main figure, these have an arc and individual spread. There are numerous parameters when they hit objects/walls/characters, etc. So things can rebound, bounce, explode, etc.

What you can’t see is the automatic animation: the gel-cube is constantly wobbling. So although characters don’t have bone-based moment, they do have primitive animation properties.

Animation and Foliage


As things are now realtime, animated effects can be added. In the above the demo foliage is all slightly swaying. If you move over the grass is moves more. It’s a very subtle but effective effect. This means that (say) a wall hanging or flag would flutter and move as you go past it!


Here we can see both 1st person and third person views.

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The main engine core has now been switched from static to live mode, so input is being tracked realtime.