H
Harper
Guest
Hi all,
I'm trying to figure out the best practice for pixel based terrain and I'm looking for answers. Something like worms that isn't tile based. My idea right now is to divide my map up into square sectors, and assign each of those sectors a object with a sprite on it that I want the terrain to be. From there I can create simple collisions but I don't think I can make destroy-able land with that method, which I think I want to implement into my game. If you want context, I'm making a open world scuba diving game, however I might try to make it rogue like instead of open world so that I can learn procedural generation.
Thanks!
I'm trying to figure out the best practice for pixel based terrain and I'm looking for answers. Something like worms that isn't tile based. My idea right now is to divide my map up into square sectors, and assign each of those sectors a object with a sprite on it that I want the terrain to be. From there I can create simple collisions but I don't think I can make destroy-able land with that method, which I think I want to implement into my game. If you want context, I'm making a open world scuba diving game, however I might try to make it rogue like instead of open world so that I can learn procedural generation.
Thanks!