Skip to content

Mapping

MaxIsJoe edited this page Apr 27, 2021 · 4 revisions

Introduction

Tom's bar getting mapped in the Godot Engine TWCRemake's maps are meant to be a fresh take on the game's original maps while staying familiar to the general layout of the original game. There are some notes that need to be taken before working on the maps in order to keep everything in sync with the rest of the project's contributors and game's design, In this wiki page you'll know all what's required to keep a map's scene layout clean and functional.

please note that this page will be updated from time to time as the project changes


Scene tree layout

Each scene's nodes needs to be divided in groups, these groups are defined based on their characteristics and uses.

Example :

  • MapLayout
    • FloorsAndWalls
      • Floor_Tilempa
      • Wall_Tilemap
    • Decor
      • Wall_Torches
      • Solids
        • Tables
      • Interactable_Tilemaps
      • Misc
    • Interactables
      • Doors
  • NPCs
    • Friendlies
      • NPC_One
      • NPC_Two
    • Enemies
      • Enemy_One
      • Enemy_Two

Example from the project it self (Diagon Alley) :

scene tree layout

Naming

There are some general names that will be re-used for all maps, these names help mappers quickly navigate the scene tree while mapping to quickly find the thing they want to modify

  1. "MapLayout" : As the name implies, this is used to draw all the map's visuals on it.
  2. "Decor/Props/etc" : Always a child of MapLayout. Things suchs as Tables, Chairs, paintings, props, etc, are placed here
  3. "Intractables." : Can be placed outside MapLayout as long there is a good reason, Things such as doors, Teleporters, Buttons, etc, are placed here.
  4. "NPCs" : This is where all Non-Playable-Characters are placed
  5. "Lights" : Pre-made lights and Day and Night nodes are placed here

Lighting

All interiors need a single large light so people can see at night inside of them.

Using : Doors

Door.tscn

Doors need to be placed correctly on the map's grids so players don't see through the one pixel off hole that bleeds into what's behind the door.

Is Locked is the only exposed property at the moment mappers can mess around with, when this is ticked that door can no longer be opened by the player.

To create more doors, mappers will have to create an instance of "Door.tscn" and change the door's sprites. Make sure to set the new door's animated sprites as "Unique" so the changes don't get sent to the main door scene.

Clone this wiki locally