Very good tutorial! I started listening to your videos 1 months ago and learned a lot. Your journey to create a video game studio is also very inspiring. I think you have the quality needed to succeed in running a succesful business. Keep up the good work.
I like the video and the idea. I respect you, Sasquatch, for a high-based knowledges of c#. I am making my game , i am good in Art, but i not even close to your level of Code understanding. For me - Code is like Language of Aliens from Distant Planets.
Great video! Any tips on how to achieve a more precise way of revealing the map, like just revealing areas that the player explored in rooms that are bigger/more complex?
The best way would likely be to break one room into multiple regions. Then, instead of revealing on scene transition, you'd likely want to use triggers and colliders for those regions. Another thing you may want to consider adding would be some kind of fog of war overlay to the region borders. I'm guessing this would probably be done via shaders, but I haven't done research on using shaders in this way.
Out of curiosity, for the large map, why not just zoom in the map camera and change the background transparency? After all, you made the minimap 1920 x 1080 and then zoomed the camera out. Seems to me that would be simpler. Or am I missing something?
Hi Brandon. I use the same approach as you for my map. I'm still looking for a proper way to dynamically reveal the map when inside the same scene. In your example, the scenes were just small rooms, but if we have larger scenes, it's more likely that we wouldn't want to reveal the entire map onSceneLoad. There's a way to do it using Clear Flags, but when using the 2D Renderer, there's no Clear Flag option on the Camera. If you happen to find a solution for this, it would be great to see a follow-up tutorial. Thanks!
You can create textures at runtime and set their pixel values. So you could have two texures, one that contains the fully revealed map and one that contains nothing. And when your player moves around on the map, you copy all pixels around the player from the revealed map to the empty texture. It's kinda like fog of war works in old RTS games.
@sealsharp, a very interesting approach. I'm not sure about the process of copying all the pixels around the player from the revealed map to the empty texture, but it seems like something I can explore further. Thank you!
Very interesting. Especially the revealing rooms functionality.
this video was a lifesaver, thanks for always explaining concepts like these in the most digestable ways
Its like you know what i plan to work on next every time u release a video xD thank you so much!
Very good tutorial! I started listening to your videos 1 months ago and learned a lot. Your journey to create a video game studio is also very inspiring. I think you have the quality needed to succeed in running a succesful business. Keep up the good work.
Awesome i will put it in my playlist. Thanks for that!
Fantastic as usual! Thanks
Well explained video.
Technically though, that's quite a bit of data being processed for someting that on a data level is an array of bits.
I like the video and the idea. I respect you, Sasquatch, for a high-based knowledges of c#.
I am making my game , i am good in Art, but i not even close to your level of Code understanding. For me - Code is like Language of Aliens from Distant Planets.
Fun thing: this system would not work on hollow knight because the geometry of the rooms themselves are not consistent (there are multiples overlaps)!
Hello, how do i make minimap not fixed on player? How do i make minimap show entire map.
Great video!
Any tips on how to achieve a more precise way of revealing the map, like just revealing areas that the player explored in rooms that are bigger/more complex?
The best way would likely be to break one room into multiple regions. Then, instead of revealing on scene transition, you'd likely want to use triggers and colliders for those regions.
Another thing you may want to consider adding would be some kind of fog of war overlay to the region borders. I'm guessing this would probably be done via shaders, but I haven't done research on using shaders in this way.
Out of curiosity, for the large map, why not just zoom in the map camera and change the background transparency? After all, you made the minimap 1920 x 1080 and then zoomed the camera out. Seems to me that would be simpler. Or am I missing something?
Nice
Hi Brandon. I use the same approach as you for my map. I'm still looking for a proper way to dynamically reveal the map when inside the same scene. In your example, the scenes were just small rooms, but if we have larger scenes, it's more likely that we wouldn't want to reveal the entire map onSceneLoad. There's a way to do it using Clear Flags, but when using the 2D Renderer, there's no Clear Flag option on the Camera. If you happen to find a solution for this, it would be great to see a follow-up tutorial. Thanks!
You can create textures at runtime and set their pixel values. So you could have two texures, one that contains the fully revealed map and one that contains nothing. And when your player moves around on the map, you copy all pixels around the player from the revealed map to the empty texture. It's kinda like fog of war works in old RTS games.
@sealsharp, a very interesting approach. I'm not sure about the process of copying all the pixels around the player from the revealed map to the empty texture, but it seems like something I can explore further. Thank you!
@@rubpty good luck ;-)
how can i save the loaded level with json?
Maintaining this will be a hell, and doesn’t scale well.
What would be a better alternative?
@@moshecristel Another tutorial
@@hldfgjsjbd Thanks, but not helpful
First