{"author_link":"\/users\/mikeliosus","author_name":"Mikeliosus","author_uid":"mikeliosus","comments":[],"epoch":1525400353,"event":"LD41","format":"md","ldjam_node_id":95964,"likes":3,"metadata":{"p_key":"114759","p_author":"Mikeliosus","p_authorkey":"1032809","p_urlkey":"330719","p_title":"Tile system, visuals never can be polished ENOUGH xD","p_cat":"LDJam ","p_event":"LD41","p_time":"1525400353","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":"1032809","us_name":"Mikeliosus","us_username":"mikeliosus","event_start":"1524182400","event_key":"72","event_name":"LD 41"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD41","removed_author":false},"_superparent":73256,"_trust":4,"author":32809,"body":"In my opinion it is a great decision to take advantage of a tile system for a jam game.\n\nThis makes a lot of sense because of the speed boost of level design.\n\nAlso I liked it a lot because it gave our team an abillity to start the level design even before our basic gameplay was ready.\n\n![tileset.png](\/\/\/raw\/920\/8\/z\/149df.png)\n\nBut in the end we did the visual part of common tiles in absolutely not time saving way. xD\n\nOur artist was so addicted to the visual part polishing that she created this whole bunch of stuff.\n\n**Yep, 58 skins for the ground tile. xD**\n\nPurpose was to make tiles connect to each other as seemlessky and prettily as possible. The funny thing is that we had to place each tile MANUALLY, without any normal visual editor while we needed to keep in mind where exactly a tile should be placed and how it should connect to adjected ones.\n\n![tiles_exmpl.png](\/\/\/raw\/920\/8\/z\/149e4.png)\n\nThis created us quite a piece of work. xD\n\nHere is a small part of our level design. As you can see on the screen - all grey colored cells are the ground tiles. And a lot of them have specific numbers. Having a visual list of tiles with appropriate numbers was the only guide for our manual placing.\n\nThat was a bit overpolishing de\u0441ision, but I hope the result was worth it. \n\n**You can check it yourself:**\n**https:\/\/ldjam.com\/events\/ludum-dare\/41\/blob-dungeon**","comments":3,"comments-timestamp":"2018-05-04T12:39:50Z","created":"2018-05-04T01:01:37Z","files":[],"files-timestamp":0,"id":95964,"love":3,"love-timestamp":"2018-05-04T16:39:19Z","meta":[],"modified":"2018-05-04T16:39:19Z","name":"Tile system, visuals never can be polished ENOUGH xD","node-timestamp":"2018-05-04T02:19:13Z","parent":90453,"parents":[1,5,9,73256,90453],"path":"\/events\/ludum-dare\/41\/blob-dungeon\/tile-system-visuals-never-can-be-polished-enough-xd","published":"2018-05-04T02:19:13Z","scope":"public","slug":"tile-system-visuals-never-can-be-polished-enough-xd","subsubtype":"","subtype":"","type":"post","version":283780},"node_metadata":{"n_key":"95964","n_urlkey":"330719","n_parent":"90453","n_path":"\/events\/ludum-dare\/41\/blob-dungeon\/tile-system-visuals-never-can-be-polished-enough-xd","n_slug":"tile-system-visuals-never-can-be","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"32809","n_created":"1525395697","n_modified":"1525451959","n_version":"283780","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/41\/blob-dungeon\/tile-system-visuals-never-can-be-polished-enough-xd","text":"In my opinion it is a great decision to take advantage of a tile system for a jam game.\n\nThis makes a lot of sense because of the speed boost of level design.\n\nAlso I liked it a lot because it gave our team an abillity to start the level design even before our basic gameplay was ready.\n\n![tileset.png](\/\/\/raw\/920\/8\/z\/149df.png)\n\nBut in the end we did the visual part of common tiles in absolutely not time saving way. xD\n\nOur artist was so addicted to the visual part polishing that she created this whole bunch of stuff.\n\n**Yep, 58 skins for the ground tile. xD**\n\nPurpose was to make tiles connect to each other as seemlessky and prettily as possible. The funny thing is that we had to place each tile MANUALLY, without any normal visual editor while we needed to keep in mind where exactly a tile should be placed and how it should connect to adjected ones.\n\n![tiles_exmpl.png](\/\/\/raw\/920\/8\/z\/149e4.png)\n\nThis created us quite a piece of work. xD\n\nHere is a small part of our level design. As you can see on the screen - all grey colored cells are the ground tiles. And a lot of them have specific numbers. Having a visual list of tiles with appropriate numbers was the only guide for our manual placing.\n\nThat was a bit overpolishing de\u0441ision, but I hope the result was worth it. \n\n**You can check it yourself:**\n**https:\/\/ldjam.com\/events\/ludum-dare\/41\/blob-dungeon**","title":"Tile system, visuals never can be polished ENOUGH xD","wayback_source":[]}