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Support / Re: Changing individual tiles at runtime
« on: August 06, 2013, 07:19:52 pm »
I'm working on a roguelike, and the hardest part has been doing the map gen in Unity
My aim was to generate in code an x by y grid of tiles, each of which I could treat as a ndoe for pathfinding, and the sprite of which I could change (along with flipping some variables-) and then get a lot of mileage out of each tile.
My main goal is to be able to make a roguelike, tile map so without buying something like map and nav, which is reasonably priced, but too much for me right now.
My aim was to generate in code an x by y grid of tiles, each of which I could treat as a ndoe for pathfinding, and the sprite of which I could change (along with flipping some variables-) and then get a lot of mileage out of each tile.
My main goal is to be able to make a roguelike, tile map so without buying something like map and nav, which is reasonably priced, but too much for me right now.