Environment
The environment represents the entire map.
I needed a map system that could track every point within it—where each point had its own position and unique identification. As players moved through this map, I wanted to trace their paths. Additionally, I aimed to implement various gameplay-related features, such as creating trail boundaries, performing territory filling using algorithms like flood fill, and keeping track of cell ownership.
In my research, I discovered the concept of grids. By creating a grid-based map, I could assign a Cell class to each grid cell. This Cell class allowed me to store relevant data for each individual cell. Furthermore, this approach facilitated communication between the client and server: whenever a cell’s data was updated, I could transfer that information seamlessly through the cloud.
Resource Followed:
Grid System in Unity (Thanks to "Code Monkey" )
Grid Ninja
Player expand territory and eliminate opponent. Player with big territory wins.
Status | In development |
Author | Goutamraj |
Genre | Strategy |
Tags | Indie, Multiplayer, Ninja, Pixel Art, Top-Down, Two Player, Unity |
Languages | English |
More posts
- AWS EC2 Dedicated Server deployment12 days ago
- Detection of a perfect point to start Flood fill: The Working SolutionOct 06, 2024
- Detection of a perfect point to start Flood fill: The Failed SolutionOct 06, 2024
- Fill Player Territory (Using Flood Fill)Oct 01, 2024
- Player State Machine / State Pattern:Sep 30, 2024
- The Player Controller and Input SystemSep 28, 2024
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