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Improve GridMap and 3D level design workflow #10992
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I'd like to share my thoughts. I've spent a good time working on a 3.X plugin (not published yet) to fix some issues and add some functionalities. However, I did some quick tests, and will consider the 4.4.dev3 version as reference for this comment. Before thinking about future improvements, I'd prefer if some current limitations/bugs were taken care of - I'll list them with a bunch of other unorganized thoughts at the end. Meanwhile:
Snapping what to what? Nodes to the GridMap's cells?
Seems unrelated to GridMap, how would this help?
I think you linked the wrong url.
This seems to happen only if Paste Selects is True.
Do you mean "rotate Selected cells around themselves, without rotating the Selection"?
I think it would be better to add the ability to create and add flipped versions into the current MeshLibrary. The linked pull request suggests changing the cell's ...constructor(?). However, this would affect all cells, and not all cells need to be flipped. Performance impacts must be measured.
Seems useful, but at the same time, not really? When is this information important within GridMap? Not all items have collision.
I thought about this in my plugin. How would you do this? Check which cell is under the cursor, then paint on the cell's coordinate + Vector3.UP? What if there's a different cell on top of the cursor? What about painting a cell below or at the sides?
Seems like a good idea. But I wonder, if you end up using a few cells to build several groups, workflow may not improve that much: you'll still need to select from several choices then paint blocks individually. Also, you may have to constantly switch between two different menus to pick what you want. Thoughts about improvements:
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Thank you for this fantastic feedback! I will try to digest your suggestions and edit my list of improvements accordingly later this week. For some of my ideas, like "adding tile blocks" I will be making related proposals with pictures, so that it is easier to understand them. Yes I intend to make PRs ! I am rather optimistic that a lot of trivial or uncontroversial changes can be made in combination to make the user experience better. Let's see how it goes. |
Describe the project you are working on
I have been working on a Top-down Action/Adventure starter kit. It inspired all the ideas I've got to improve the level design workflow in Godot. It is open source and available here: https://github.com/Nodragem/top-down-action-adventure-starter-kit
Describe the problem or limitation you are having in your project
There are many little things that can be done to make the on-grid level design experience (e.g. gridmap) greater and I will be listing them here, as a working plan for future contributions.
I am very happy to get feedback and help in shaping this plan for better on-grid level design tools and implementing it!
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Outside Gridmap
add as sibling
Make "add as sibling" the default when drag-and-dropping an asset into 3D View #9682Gridmap Small Improvements (but impactful)
Change default parenting behavior when drag-and-dropping to 2d and 3d editor godot#91874
paste selects
to a better nameMesh Library and Gridmap Palette
Brush improvements
Gridmap Bigger Improvements:
Navigation Mesh:
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
This proposal will be divided into smaller proposal and PR. It is here to give a big picture.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
Gridmap is already core.
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