Jump to content
  • 1
Sign in to follow this  
Indomitus

Tunnel/Cavern Builder

Question

I know this has been brought up in the past, at least as a generalized idea.  As we get closer to the full release, I think it's worth bringing up again.  And of course, we don't really know what's planned for this officially, so it's all speculation and wishful thinking...  I have some thoughts for the addition of a Cave/Tunnel builder in the Editor.

  1. Make it vector-based.
    The user could define the path of a tunnel using a series of points, which could behave similar to Game Logic objects in position and rotation, and lines connecting them.  There could be different types of points/lines to determine what kind of tunnel they want to create there, whether it's the small oval, larger round tunnel, or a large rectangle.  Some of the objects could also be pre-defined shapes like large caverns, or the usual spiral that leads to them.  It would remain as points and lines until the user decides to "commit" their design, at which point the algorithm that normally randomizes them would cut the tunnels according to the layout.  Once committed, those sections would no longer be available to edit (just to add new ones if wanted).
    A "hologram" preview of the tunnel size/type for each point and line would be a nice bonus.
  2. Make it a separate mode in the Editor?
    Just a thought, but this might make it easier to integrate.  And please allow the design to stay as lines and points even if we exit the mode or exit the game.  It should stay until we commit to cutting the tunnels.  This would mean extending the Scenario file in some way to save that data, but I would expect that would be simple compared to the rest of it.

 

Share this post


Link to post
Share on other sites

0 replies to this bug / suggestion

Recommended Posts

No replies to this bug / suggestion

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×