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[Concept] : [Unity] : Procedural TileMap Script #3254

Open h0lybyte opened 1 week ago

h0lybyte commented 1 week ago

Core Concept/Theory We would need a clear and concise description of the concept. For example, It would be cool if [...]

It be great if we created our own Procedural Tilemap script for RareIcon, helping us create dynamic maps when moving from one mission to another, or traveling around the world map.

The procedural tilemap generation should not be too tough but we can figure out some quick tricks to make it easier for us? One suggestion would be to create another new package to hold all our custom MM tools, giving us the ability to call and reference them in the future.


Alternative Ideas Is there any other way this concept could be used?

No alternative ideas as of right now.


Alternative Examples/Sources Are there any other references that you can provide?

The MM provides an example tilemap script that we can use.


Additional information Add any other context or examples of this concept here.

No additional information as of right now.

Application Notes KBVE Graph

h0lybyte commented 1 day ago

Backlogging this situation until we get more enemies into the pool as prefabs and fix up the addressable assets.