I'm working in a tile based game that uses OpenGL and QUADS to draw each tile.
In these two images you can see an example:
You can see that there is a ground and water tiles, each one with its own texture. Also there are different gradient colors depending of the depth or altiture of the tile. The red square is a provisional cursor.
The game background logic works with bidimensional array of tiles.
Here is a full capture without zoom:
You can see the game has a retro/ugly style that I want to change. At least, I want to beauty that squared-as-a-hell tiles with some transition between them.
There is some taken into account options:
1. I can try with a good tileset like this:
And change the tile's texture depending of the neighbor tiles. But... I want a very high variety of tiles and texture, so the combination of them could be in a ver high and complex tileset.
2. Multi-texturing the tiles:
I can mix texture in one tile, but I have no idea how to do it and have a nice result...
The ideal approach is to do something like this:
Of course, I must take in care the 4 corners.
But I only know to do something like this:
3. My last idea was embrance the retro style and leave the tiles as they are.
Any suggestion or idea for a good looking tile map?
I tried with some terrain tutorials, but they are never based on tiles or texture per tile that I want.
I think the idea is near to the multitexturing and blending, but I have not too much idea about multitexturing and different types of blending :-(
Edited by pitxardo, 19 October 2012 - 02:17 PM.