…havent planned much more than this for the map’s gameplay… but it’ll do. And yes my fellow Time Crisis fans, Red is player 1 and Blu is player 2… yes, I am making a co-op game.
As buildthomas said, mausoleums and sepulcher are good ways to break up graveyards. For particularly cluttered cemeteries check out the ones in swampy areas, where the ground is too soft and wet for deep hole digging. In such places they had to “bury” the dead above ground, for example the Saint Louis Cemetery in New Orleans.
Also, more dead trees. Dead trees are always creepy.
For a more middle ages look, I would suggest not a full church or modern mausoleum, but the remains of a stone chapel, with the roof and all other wood bits long gone. Sort of of like this:
The cut granite and wrought ironwork suggests a much later graveyard though, for which buildings made from blocks would be appropriate. It all depends on the time period/look you’re shooting for.
I got a first attempt at jumping working in my gravity world. I think it’s going to take a lot of trial and error to get the feel right, in terms of having it do what people expect. The landings are rough, with a discontinuous snapping to the surface, which is what I’ll be addressing over the next week or so of evenings. The place is open now, it’s reasonable stable with support for resetting and active falling-out-of-world prevention.
Yeah, I have a lot of smoothing things out to do. Thin edges are unstable from relying too heavily on ray casts. I need to add volume collision to the mix. Character-character interaction is the harder problem, partly from distributed physics lag, but mostly because two things trying to simultaneously and independently orient to each other creates inherently unstable feedback loops.
##How It Works
raycast -> pixel data -> P6 PPM format -> base64 -> split data into several scripts and set source (script Source set can only have limited # of characters) -> save all scripts as rbxmx -> use Node.js program to parse rbxmx model and concat scripts -> decode base64 -> save as PPM file. Then I load into GIMP and save as PNG for good compression
Literally smartest thing I have ever seen for making maps. I’ve always just drawn them on an outside program just using my eye to see if it lines up and say, “Ahh, close enough.” This is amazing!
That’s cool. And it makes me want to see what kind of pixel art you’d get if you sent the rays in other directions than (0,-1,0), like using (-1,-1,-1) for an isometric projection. And why stop there: you’ve got the normals to dot product with the sun direction to do shading and specular highlights I bet no one expects to see Roblox ray casts used to make a raytracing renderer.