I recently decided that I wanted to make a 3d tactical rpg in godot 4 that has grid-based movement mechanics much like games like Final Fantasy Tactics, Mercenaries, Fire Emblem, etc. I also thought that it would be cool to have some skills or spells affect the terrain via removing/adding parts to it(limited in amount of course). The only problem is that I don't really have a clue on how to get the movement and terrain system working even after looking at a bunch of resources and tutorials. My original idea was to use voxel-based terrain generation to create the maps. That way, affecting the terrain would just be a matter of adding or destroying chunks(blocks, voxels, y'know), but the only tutorials and resources I can find are ones for games like Minecraft where the player moves in an open world with infinite terrain generation as opposed to the medium to large sized battle map terrains that I want to hand craft in-editor. I'm just stummped on how to make a tactical rpg that has destructible terrain, so if any of you all have any ideas or pointers I'd appreciate it
#Struggling with tactical RPG game dev
5 messages · Page 1 of 1 (latest)
Honestly, first idea that comes to mind is Cube Marching
I'd prob sum it up badly so here's Sebastian doing god's work again
https://www.youtube.com/watch?v=M3iI2l0ltbE
In this coding adventure I try to understand marching cubes, and then use it to construct an endless underwater world.
If you'd like to support this channel, please consider becoming a patron here:
https://www.patreon.com/SebastianLague
Project files:
https://github.com/SebLague/Marching-Cubes
Learning resources:
http://paulbourke.net/geometr...
You can use gridmaps and place down assets created with magicavoxel. I saw a video of a way to get assets from there into blender and they retain their destructible nature of being voxels
This sounds super useful. If you have a link or something as well i would appreciate it