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how do i mke a very large 2d top own map?
im making a 2d top down open world game, but i cant find any tutorials on it. should i just make 3d open world and then set the camera to 2d? or are there any easier ways to do it? if there are any video tutorials pls tell me i am new to unity. also i should mention, i want mix of randomly generated areas and premade areas as well. i assume this can be done with prefabs while the rest of the map is randomly generated
Answer by Masterben135 · Jan 31 at 01:54 PM
Start small!
You're new to Unity, and you've chosen a very difficult game to create. Start with small, bite-sized features and work your way up to open-world with random generation + custom areas.
First, I'd recommend making closed-world premade areas using Unity's TileMaps. If you search for "Unity Tilemap" then you'll find a wealth of tutorial videos. You should create a 2d unity project where the camera will already be 2d.
Once you're able to make 2d premade areas, then start looking into random generation of areas. Combining the random generation with premade areas will likely prove to be tricky, and you'll have to come up with an implementation from scratch yourself. XCom 2 uses a "Parcel System" which might be worth mimicking, while another implementation could be "premade dungeons with a random overworld." It's up to you how your game implements it.
well the map will largely be just different ground materials and a couple buildings. if i use perlin noise i can assign different values to different materials right? honestly i just want to get a chunk system and random generation working and the structures will just be placed on top randomly so it wont be an issue. do u know any good tutorials on those 2 things? im having some trouble finding any.
Resources for procedural generation:
http://www-cs-students.stanford.edu/~amitp/gameprog.html#:~:text=used%20on%20grids.-,Building%20Worlds,-Although%20procedural%20map
Creating objects/prefabs/materials and changing their values can be seen in the stock Unity tutorials. You'd just hook it up to your procedural generation functions.
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