I got tired of looking at the same thing, so I thought I’d work on adding some grass to the world.
Separate from the tile map, there’s a new object map! Right now, there’s a list of prefabs and the object map stores the indices to it, and the objects are pooled and placed on top of the tiles (the tile map and object map are both 2D, the tile map’s really more of a height map).
And of course, I added a grass prefab to test all of this with.
Today, I added support for directional sprites! The sprite’s renderer, which is just a component that updates the texture coordinates of the sprite mesh, picks the correct coordinates to use for the sprite’s facing direction. It can also mirror the sprite when it’s facing left. I also drew Lizzi’s side view sprite for this.
Right now, the facing direction doesn’t take into account the view rotation. Another time.
So, you play as the parent character (Lizzi), and her children follow along throughout the game. I decided movement should be on the grid to be consistent with the tactical combat that’s planned. And because, you know, grids are cool and make my life easier.
I fixed that problem I had yesterday. The characters aren’t disappearing through the walls anymore.
If you were to take a look at what’s going on outside of the game, you’d know the character sprites were definitely going through the wall.
But now in the game the character sprites show up in front! Cool!
To do this, I offset the depth per-vertex, with the top vertices’ depths being pulled closer to the viewer. I tried to offset everything before, but that created situations where sprites that should have been blocked by something would sometimes show up in front of it.
Besides dealing with the depth problem, I added some basic shadows below the sprites. Like everything in the game, they’ll be improved upon later!