More talk prep. Gonna have another go at persuading people to cut their tiles along the dual grid instead of the main grid. I genuinely don't understand if this is rare because people don't know about it or if there is some drawback I'm not seeing.
Most gameplay logic (like collision and navigation) should still happen on the main grid. And all object-like sprites, like characters, houses, etc, should also go on the main grid.
The 3 fundamental features of any tile based system are Houses, Rivers and Roads.
Again. You should definitely keep both concepts around in your code. Most gameplay will still happen on the main grid. The dual grid is mostly for field-like background tilesets
Correction: The 4 fundamental features are Fields, Houses Rivers and Roads. I forgot Fields, which is ironic since that's what the rest of the thread is about. Terrain is a type of Field.
Ironically, according to this typology, the houses in Townscaper are all made of Field, not House.
A long time ago I started a project with tiles on edges, verts and faces of a hex grid. So like a dual grid and a main grid at the same time. I didn't have the skills needed to make it feasible back then, but it's a solid idea that might be worth another go sometime in the future

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More from @OskSta

12 Oct
Imma talk about my new island generator at Sweden Game Conference (@SwedenGameArena) on Friday (no idea if its gonna be recorded). Naturally, I'm preparing by implementing some nice timing and visualization.
@SwedenGameArena While implementing said visualizations, I discovered several buglets, glitches and irregularities that were not obvious before. There's probably a lesson in there somewhere.
My WFC is failing quite often, as you can see. I blame the rivers. WFC is bad at long thin things, and it's even worse if they are directional. Fortunately, I've managed to write it threaded and fairly optimized this time, so at least it's failing fast
Read 4 tweets
2 Dec 20
The cliffs and mountains in Humankind look absolutely fantastic. Seamless, smooth, yet sharp and expressive. I can't figure out how they're doing them... is it a tile-based approach? A mega texture, baked on the fly? Some combination?
It looks good enough to be properly eroded at a huge resolution at load time. Yet there are repetitive elements (and even occasional mirrored tiles), which heavily suggests some tile-based approach.
Read 4 tweets

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