Tools grid

Tidy Tile Mapper is an easy-to-use, intuitive and powerful tile-based game creator for Unity, perfect for creating both 2D and 3D tile-based games. More Information

Tidy Maze Maker is a plugin for Tidy Tile Mapper that allows you to generate mazes with which to amaze your friends and perplex your enemies. More Information

A handy little mesh-modifying script - perfect for creating water or fire in your favorite Tile-Mapping tool... Tidy Tile Mapper!
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Tidy Text Adventures - the zero-code-required, text-based-adventure creation tool of your dreams!
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Tidy Tile Mapper is an easy-to-use, intuitive and powerful tile-based map editor
for Unity, perfect for creating both 2D and 3D tile-based levels.

Sunday, February 26, 2012

Feature Requests and In-Development

The purpose of this post is to keep track of feature requests, bugs and other features in-development.

Please feel free to leave a comment if you want to elaborate on a feature, or request something new, and I'll add it, track it, and send it home to momma.


  • 27/02/2012:  Tidy Gameplay
    • Summary: A set of "functional blocks" for paint-and-play game design.
    • Includes: Character controllers, AI controllers and other functional blocks (e.g: Level end zone)
  • 27/02/2012:  Block-set texture packs
    • Summary:  More texture packs for blocks. 
  • 09/04/2012: Allow arbitrary layer-visibility
    • Summary: Allow the user to preview a range of layers (extended beyond the all-or-one function)

Feature Requests
  • 27/02/2012: "Act Empty" modification to support negative tilesets
    • Completed.
    • Summary: Modify "Act Empty" feature to tile with other "Act Empty" blocks, to allow negative tilesets.

  • 27/02/2012: More orientations
    • Summary: Add more block orientations to allow more fine-tuned painting of maps.
    • Comments: I'm going to add a "Custom Orientation" tool, allowing the user to create custom orientations (by mapping to a grid just like the icons in the Block Editor). These will be saved for use across any block, and evaluated before built-in orientations. This should balance simplicity with power. Like a motorcycle.

  • 27/02/2012: Slanted blocks using Soft Selection
    • Summary: Allow programmatically-slanted blocks when creating pyramid-styled constructs.
    • Comments: I like this idea. It sounds like a fun thing to develop. I'm not sure how universal the usefulness will be, but it will just add another button to the UI, so shouldn't hurt anybody.

  • 27/02/2012: UI-integrated Mesh Combine
    • Summary: Mesh-combine logic integrated with the Map Painting interface - allowing geometry combination across chunks.
    • Comments: This has been something in the back of my mind for a while, but it will need to be delayed until I've finalized the internal logic for procedural generation and other game logic (Active blocks vs. Passive blocks).

  • 27/02/2012: Procedural Generation / Runtime modification API
    • Completed (but always improving).
    • Summary: An API allowing runtime modification of Block Maps.
    • Comments: This is largely already implemented, but I am currently developing a test project against the API to assure that drastic future changes won't be required (and thus, break everybody's projects).

  • 27/02/2012: API Documentation
    • Completed  (but always improving) .
    • Summary: Document the API so that all of your friends can use it with gusto.
    • Comments: Again, this is one that I'm delaying a little until I'm certain drastic internal changes won't take place. By "delaying" I mean a week or so, nothing drastic.

  • 27/02/2012: Help documentation, Tutorials, Videos.
    • Summary: Put together some help/tutorial resources to allow everybody to get the most out of Tidy TileMapper.
    • Comments: I will. I promise. I've been putting this off for a long time. Videos take a long time to make. But in the end, everybody benefits from knowledge.

  • 27/02/2012: Delete Layer chunk
    • Completed
    • Summary: Allow a user to delete a layer-chunk when adding layers.
Bugs and other Miscellany

  • 27/02/2012: Tile Mapping window "popping" from docked position upon pressing 'Play'
    • Fix Submitted: 28/02/2012 
    • Summary: Tile Mapping window pops from its docked position when the editor enters Play-mode. In some reported cases, this returns a Null Reference error (when the window attempts to draw an icon that hasn't been loaded yet).
    • Comments: This has something to do with the reconstruction of static classes kept in memory (allowing universal access to icons and other loaded files - prefabs and such). I'm on the case.

  • 27/02/2012: Slow the input rate of Add Layer
    • Fix Submitted: 28/02/2012 
    • Summary: Input rate of layers is currently too fast. Slow this to avoid the addition of multiple layers accidentally.

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