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How to design a dynamic map for a dynamic world

Discussion in 'Game Design' started by Serinx, Mar 2, 2020.

  1. Serinx

    Serinx

    Joined:
    Mar 31, 2014
    Posts:
    785
    I'm working on a game where the world is generated square by square.
    When you leave a square, adjacent squares are generated to create an infinite world.

    I want to generate a map that displays all the squares that you've entered along with some defining features.

    What do you think would be the best design and implementation of this?

    I'm thinking of using a UI scroll rect for simple panning across the map.
    When you enter a new square, a UI representation of that square is added to the map based on its position (and scaled to the map size).
    The squares have a type and particular resources - I wonder if I should display just the type or also the resources.
    I'd also want some way to place waypoints/beacons on the map so you don't have to keep looking at it.
    The waypoints would create a pointer in the game that shows the direction to your waypoint(s).

    What other things would be useful when looking at an infinite world? Obviously a zoom level would be important, and perhaps naming of squares?

    Looking forward to some ideas!