RE-SS3D / RE-SS3D/SS3D

Tilemap Features

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Difficulty: hard :cactus: Feature Needs Discussion Tilemaps
Dominant language
C#
Stars
291
Forks
166
PR merge metrics
No merged PRs in 30d

Description

Summary

Tilemap features to implement now that the tilemap itself ( #995 ) has been ported over to the rework branch.

*Note: We should write up more detailed issues for each of these tasks but for now I'm simply copying them from the tilemap PR to here so we do not forget about them.

Goal

Things not be covered in the tilemap PR, but will need to be covered in the future:

  • Having multiple pipes per tile. #1269
  • Refactor of adjacency connectors? #1274
  • Construction stages / recipes for construction)
  • Create an editor script that adds PlacedTileObject to every prefab linked in a TileObjectSo (same for items)
  • Create tests for important tilemap actions (e.g. placing removing tiles/items)
  • Dynamic creating/merging/splitting of maps (requires discussion)
  • Moving and rotating tilemaps within the world

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reading the tilemap work referenced in #995 and the rework branch context, then review the unchecked tasks in this issue. The remaining work needs to be split into detailed issues, including the editor script, tilemap action tests, and dynamic map operations; done should be defined separately for each task.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp, unity
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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