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BEGINNING A tale of knightly washing machine who goes on crusade against a false king who took the crown by chopping both old king and his knights to death. Knightwasher was on his way to afterlife, second in the row, right behind the dead King Crownwasher. The now dead and true king made his last wish to Death... and Knightwasher's name NEVER existed in the Death's books of living, dead and the dying.

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Report RSS To tile or not to tile? (view original)
To tile or not to tile?
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Germanunkol
Germanunkol - - 153 comments

Tough question. It certainly looks very cool without tiles as well.
But I'd definitely go for tiled. It gives the game another unique touch, in a very nice sort of way. It will also have the certain "I wonder what's on the next tile"-effect, which you destroy if you don't tile. Also, I liked the transitions when walking from one tile off to the next. That's cool.

Do you automate the process of building tiles? Or do you need to make every tile by yourself?

One last thing: With tiles, it won't really matter if there's one direction that you can't walk into. Just don't let the character walk into that way. If you don't tile, you'll need to model out everything...

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Detocroix Author
Detocroix - - 17 comments

The biggest issue I see with tiles is that I hardly get a feeling the last tile was important. After I'm done with tile X (while playing of course) and move to tile Z, the tile I was last on is meaningless to me. I don't ever feel like coming back to a tile I've been in.

One other problem I've ran in to (with the tile system) is how players don't really want to walk past a road and road is pretty much the only thing I can use to "guide" from tile to tile.

The biggest benefit I see with the tileless system is that I could make multiplayer work. The way I set up tiles and handle tiles I couldn't go multiplayer directly but would have to set up separate arenas and such for just the bashing part of game. With tileless system I could have everything in multiplayer which I think people would very much like.

I have built some automation to the process. Tile bases are semi unique though, lots and lots of textures for roads, shores and such :)

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Insolent.
Insolent. - - 669 comments

I agree - tile-less is better. Tiles were sort of quirky and interesting, but the game is quirky and interesting enough without THAT particular distinction. :D Tile-less lends it a feeling of continuity and connectedness that would otherwise be lacking. Like you said, it will make players feel like where they've been actually matters.

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Germanunkol
Germanunkol - - 153 comments

Well, what about displaying the tiles around the tile that you're currently on, but "grayed-out", as though they were in the shadows?
So whatever tile you're on is lit up.
Also, you could make the tiles a bit larger...
Won't solve your multiplayer problem, but I still think it's worth it. It looks so cool... Though it's always your choice, of course.

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Kris-with-a-K
Kris-with-a-K - - 60 comments

I prefer tileless. I really like the look of the arrows at the edge of the tiles, reminds me of old text-based games (which I've never played :P) with the north, south, east, west. And it makes each area seem unique and important - there's something going down here that you need to pay attention to.

Just a question: would it be too difficult to include both modes?

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DewmBot
DewmBot - - 518 comments

Judging by your comment, I would defiantly go with the tile-less system, the tile system was cool but if it restricts what you can do with the game I'm happy to leave it as "Just an idea"

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booman
booman - - 3,651 comments

I originally liked the tile idea because it appears like a board-game but when I saw the pic above with no tiles I got really excited!
I know it seems typical to have yet another top-down camera view but your assets and environment look amazing!
I am all in for a tile-less game.
Maybe the tiles can be integrated in other aspects of Legend-Of-The-Knightwasher

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