I’m looking for some techniques to model area-based maps. See attached.
Area maps are common in board wargames. Think Risk or games made by Slitherine.
I think I could do this with object and image layers.
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The image layer displays the map image, which I create in Illustrator/Photoshop. The map image is just a visual reference for the player to plan and conduct operations.
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I will use an object layer to create the map areas. My idea is to create each map area as a separate object using polylines. I would then assign custom properties to these areas that are used by the game to affect what units are doing. For example a units ability to move, or it may have an affect on a units combat abilities.
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Regarding the modeling, I figure all I need to do is to determine what area a unit is in, then apply the appropriate custom properties. I don’t need to do line-of-sight calculations, and it makes path-finding much easier (I think).
I’m thinking object layers could be useful in creating triggers for a scripted AI as well as modeling terrain.
Does anyone see any gotchas in what I’m proposing?
Has anyone implemented an area-based map? I looked for examples using Tiled, but most of the stuff is for platformers or endless runners.
Any help would be greatly appreciated.
Thanks
TJ