| Zombie simulator: the road to hell... |
|
| Friday, 26 February 2010 19:03 |
|
...is paved with 32x32 pixel concrete tiles. My recent efforts to resize the road tiles has given me some extra space to play with around intersections, which allowed room for "end of lane" markers at stop signs and traffic lights. The process of implementing this took quite some time, leading to me completely re-draw the road texture since I wanted to also include a darker stripe down the middle of each lane that's caused by the occasional oil drip from cars as they travel along. Now that the roads are more than wide enough to handle the cars properly, I also decided to expand the width of the pavement since it was starting to look a bit narrow. This, of course, made things even more complex since the road texture now had to contain a strip of pavement along the edges. A bit of trial-and-error lead me to settle on constructing the pavement from an 32x32 pixel tiles, so I readjusted the road once again to allow for for this. I also threw in a few extra pixels for a kerb, which for now is a flat grey, but will eventually be shaded to give it a 3D look. With these textures pretty close to final, it was back to the code to create polygons alongside the edge of the road. I decided to use much the same process as I for creating the roads, doing it this way because I found that having an array of polygons defining the road made it a lot easier to generate the paths that the cars would follow, and since humans will also be following paths, it stands to reason I'll need to know where the pavements are. If luck is on my side, it won't be much longer before humans and cars are sharing the city streets!
|

