There are a ton of resources available that show the end result of tile-based games. Fans, hobbyists etc, painstakingly capture entire dungeons, shops, towns and world maps etc. from their favorite games. The TileMapper project is a tool created using Unity which allows you to easily extract the unique tiles from a tile map (for educational purposes of course). It has a variety of features to make this process easy and even includes a feature to help you recreate the map using the newly captured tiles.
It’s been almost a year since the last post, but I finally have a reason to revisit this project. Brennan Anderson wrote some amazing music after following along with the Tactics RPG project and was generous enough to share it with the rest of us. Thanks to him, we will go ahead and add a follow-up post that describes working with music.
Now that we can take items, it is time to enable more specific interaction with them. Some stuff you can read, others you can eat or drink. If the interaction includes a trigger, then it should be exectued. We will implement each of these interactions in this lesson, and then to finish it off we will add the ability for the player to persist their game state. Yep, they need to be able to save and load their games.
It’s great to be able to explore our game world, but personally I don’t want to feel like a window shopper. There is “stuff” in this world and I want to interact with it. By the the end of this lesson we will be able to take things or put them back, drop them where we stand, or keep them around and brag about our growing inventory.
We have quite a bit of functionality in our game now, but its hard to show it off without being able to move. In this lesson we will finally allow you to explore the world by navigating from one room to another. Along the way we will also update our systems so you can see the descriptions of the rooms and the entities that you find there.
Previously, we created a “User Action” which demonstrated how our interpreter could map out a sentence. In this lesson we will expand the concept of an action with some reusable classes. Then we will implement a few actions which are actually intended to be used by the game. By the end of this lesson you will be able to interact with the mailbox in your starting room by opening or closing it. This also means we will actually be modifying some data in the database for the first time.
Our interpreter system has succeeded in converting words to actions and objects. However it is still only providing candidate matches. There are a variety of reasons why we may need to filter or disregard those results based on other game constraints. For example, even though the interpreter might understand the word “leaflet”, you still shouldn’t consider it a valid object to interact with unless your player can actually see it. It could be in a different room, or could be located in a closed mailbox, etc. In this lesson, we will provide a way to help validate our object targets.