As part of implementing inside/outside walls, I finished support for patterned walls. E.g, a wall might have a repeat pattern of brick wall, brick wall with window, brick wall, etc. Itâ€™s not just useful feature, but it also necessary for things like double-doors. The trouble is that the UI breaks down with this.
In the current UI, of the three walls displayed, the wall on the right is designated as the “hero wall.” This is the wall that is interactive and determines which walls are added to the map. The wall on the left is where the decor is displayed.
To display inside and outside wall variations, I changed the UI to use inside walls on the left and use outside walls on the right. This is a reasonable, if not ideal, solution.
With patterns, it doesnâ€™t work as well. In the figure above, the walls are shown using a defined pattern (in this case, blind wall|window). Again, it works fairly well. Except now the decor is covering what would be the first inside wall of the pattern. This also doesnâ€™t support patterns wider than two tiles. When adding doors, it really breaks down with four doorways being drawn adjacent to one another.
Overall, the map edit UI has become rather cluttered and Iâ€™m looking for better solutions. Things to consider:
- Display of arbitrarily long wall patterns.
- Display of inside and outside of walls.
- Display of floor patterns (as this may become a thing).
- Mixing sets and styles in the UI, e.g. dungeon walls, tavern floors, keep decor, and marketplace props.
Iâ€™m sketching out some ideas, butÂ comments are welcomed and encouraged. Either here, or at the Google+ community.