


Since they are sculptable in all 3 dimensions, you would need different rulesets. You would probably need a completely different ruleset for such grids, which is outside the scope for this asset. I think that at that point it starts to be confusing to a user or player. However, when you turn the grid into a hexagon grid, the maximum height difference with such a rule becomes 3 and many more tile configurations become possible. Valheim Genshin Impact Minecraft Pokimane Halo Infinite Call of Duty: Warzone Path of Exile Hollow Knight: Silksong Escape. Its really an awesome amusement park builder so far.

This works pretty well for square tiles, since the maximum height difference within a tile is at most 2, like so: I got Parkitect not too long ago and am slowly making my way thru the campaign. Plus 2 new thrill rides, 1 water ride, 3 new coasters, 2 updated coasters, and more in the Parkitect: Booms & Blooms Pack. If you drag the north east corner higher past this point, the neighboring corners height will also increase. Parkitect - Booms & Blooms Have a blast creating fireworks displays using the new Effect Sequencer. This means that the height of north east corner of a certain tile may only be 1 unit higher (or lower) than the height of that tiles' south east corner. With Tycoon Tile, I aim to replicate the terrain rulesets inspired by familiar classic games like Rollercoaster Tycoon 1 & 2, Zoo tycoon and Transport Tycoon and more recent titles such as Parkitect, Rise of Industry, OpenTTD etc.įor example, with the current square grid system there is a rule that each corner of a tile may only differ 1 unit in height from its neighboring corners within that same tile. I had considered other grid types and forms, however the 'ruleset' for the behavior of the terrain then becomes a lot less clear.
