Parthon Software

Have fun, Play hard.

Archive for March 20th, 2008

Space Fortress Tiles

Posted by Parthon on 20th March 2008

One of the interest things in the design of Space Fortress is the tile system. As you can dig into and deform the terrain the challenge is going to be how to show this accurately and realistically without take away any of the fun. The current idea for how to do this well is with a 3d tile based system. Each tile is roughly 2 metres cubed, allowing for any of the races in the game to walk through one comfortably and pass each other without worry. The tricky part though is how to handly parts of tiles. It’s possible in the design to dig into only part of the tile, or have it only half filled up with water. Being able to do this efficiently is going to be a hard problem to overcome in the design, but well worth it. Right now I’m contemplating cutting the tile up into 125 smaller “cubes”, which don’t impact on the surrounds but in turn act as a sort of guide to what the tile is filled with.

Even harder is what tile contents there can be. Examples are solids that don’t move like rock or dirt, gasses that flow freely and expand in all directions, like air/oxygen and more toxic gasses, and lastly flowing substances subject to gravity like water, toxic goo and sand. The physics for the engine will have to be self contained, efficient and fun.

As for the rest of the tile based system, it’s not just the interior of the tiles. Between each tile it will also be possible to build walls, which are, in theory, paper thin. This design kind of cheats a little, but allows tunnels, domes, airlocks, floors and walls to be included without fighting too much with a good physics engine.

This two part design of interior tile and outer face will be the core of the game, just to see if it stands up to the rigors of the design.

Posted in Space Fortress, Projects | 1 Comment »