If you remember last time, we were in the process of defining what was important for Little Ninja’s new Map Editor. If you haven’t read the last article, it’s a good idea to take a look at it since I’ll be taking off right where I left it :)
Map Terrain Design (Part 2)
Last time we were overviewing the different terrain angles. After taking a look at my favorite platform-adventure games, I decided to keep three types of angles, remember?
One may think that most platform games have a wider array of possible angles. However, in fact, I came to realize that a great number of games only use the 45° and ~26° inclination — Cave Story or Metroid, for example.
Now that I have chosen the three types of angles, it’s time to choose the different terrain directions. Fortunately, this is a very easy choice as tiles can only be transformed (rotated or flipped) into four different configurations, creating the following set of tiles:
Now that we have terrain type, angle, direction, we’re all set to start making our Map Editor™ ! Before starting, let’s do a test-run on our current terrain:
As you can see, the combination of tiles allows a quite versatile design, while keeping it “simple”. While our Ninja trap does not look too smooth, remember that this is our mask! Further addition of foreground tiles will do the trick, believe me (I can’t wait for Yuan to give me some tiles). Actually, Yuan has already started drawing the prototype sprite art for Little Ninja.