Obelisks are made from stacks of stones. These obelisks are markers of territories where tribute must be paid to enter. At the end of time the tallest obelisk will rule what is left of the world.
Pawns who walk through the territories of obelisks owe them tribute, this takes the form of stones, either pulled from the fundament or borrowed from other obelisks.
What is the worth of a pawn, of a stone, of an obelisk?
I’m starting to think now about the box, manual and ‘Feelies’ for Obelisk. The full piece should really push the dissonance between what’s in the game and what is hinted at in all the supporting materials. For the game manual, I’d like to have detailed tables of runes, crafting ingredients, spells, etc that I’ll likely generate with python scripts. I’m starting with some python scripts from Allison Parrish that help with creating “Asemic” glyphs. I’m building my versions of the scripts as she does in her example, using a Jupyter notebook. Even though these runes won’t be in the actual unity game, I’d like to create them with some consideration of how they might have fit in an earlier version of the game world. I think they would be cuneiform-like markings in the construction stones, they’d likely have square limits, and the marks would maybe be wedge-shaped like a marking-implement.More ➜
Maybe this is overelaborate, but I keep thinking about how adding the ability to place stones back in the ground if they are connected on two sides gives the player a limited ability to restore the ruined world. You could potentially borrow from obelisks, rebuild the ground, decrease their power and just not pay them back. This would likely be balanced out by npc behavior, as they’d be frantically extracting and repaying obelisks, but as that’s a future design problem to address, what’s a nice way to respond to rebuilding the ground? I’m thinking this is the time for me to finally get to make a cellular automata- make a class of flower and grass objects that build off of the handful of grass sprites i’ve made, and allow them to reproduce in areas where there’s large plains of ground stones without obelisks.More ➜
writing this down while I am thinking about it- instead of left click right click, only left click, there’s a cursor that’s a highlight that snaps to grid cells that looks like feet when it’s far away but walkable, looks like nothing when it’s not walkable, and looks like hands when it’s within one grid space away. if it’s one grid space away and you click it gets/puts a block.More ➜
my bff Nick Crockett fixed my pathfinding prob, during play it must not have been updating the navmesh, so placing block tiles wasn’t doing anything. Instead we use pf.SetNavTileBlocked(gridPosition, true); to add a pathfinding block. The problem with not following the path exactly I was able to fix with my pivot offset gameobject.More ➜
So obelisk is using a z-as-y tilemap that makes it easy to stack tiles as if they have height. I’m having a time figuring out how you will be able to click on an obelisk, including any of its stacked tiles, and interact with it though, as folks are discussing here and here. Currently I’m cloning instances of a gameobject called obelisk that sits at the origin of each stack and holds things like the obelisk’s name, an id and height. I’m thinking that there should be a way to programmatically make that game object the same dimensions as the stack of tiles and make that the clickable part.More ➜
Over the weekend I got obelisks stacking programmatically. You’re able to sort through all the tiles on a tilemap a couple of ways in unity and I had to try a few. Initially I was getting the bounds of a tilemap using -
and then getting all of the tiles from that using -
which gives you an array that you can loop through, except whoops, then you don’t have the grid co-ordinates of the tiles you’re looking at. I’ve switched to this which seems to mostly be working?More ➜
Pomodoros today involved evaluating how the block-stacking function will work (goal is to implement this before the end of the week). For this I’ll need to be able to check a location to see if a block is there. We may be able to just check the grid location to see if the tile there is null (I kind of remember doing stuff like this in Thicket, but it might be better to come up with a way to store data about tiles like this. To get a block:
I may regret it but I also imported the Simple Tile Pathfinding 2D package I used in Thicket too, I’m not sure if I’ll need this yet, but I think adding pathfinding and block tiles will make moving around a lot nicer (pathfinding around obstacles, no banging head against colliders, npc pathfinding).More ➜
This is the first (official) day of work on Obelisk. I had a previous project running where I experimented with point rendering and turning off anti aliasing, but it was a universal pipeline project and this time I am just working with a 2d only project. I’m going to switch the repo over to this new instance. Remember that even in a 2d unity project you need to set your camera to orthographic!More ➜