I want to make my world as explorable as possible, and part of that is allowing the player into water.
For shallow or waist high water that's fine. Some splashing sound effects, water droplet animations, and the ability to walk in shallow water or wade in slightly deeper water.
But what happens when you get deeper than that?
I have a few options:
1. Swim
The player can swim in deep water up to any depth, moving through it roughly as if it's land. The issue with this is that there has to be a point where the player can't travel any more and that leads to a fourth wall breaking invisible barrier.
2. Drown
The player gradually gets given Damage over Time status effects as they get deeper into water, until they eventually drown. So you travel briefly through deep water but only for small actions.
3. Underwater Maps
Let the player go fully under water and explore the world beneath. Map this as if it's a normal map, do a water overlay, and as the player steps into the water this overlay becomes slightly transparent revealing more of the map.
4. Don't let the player in at all
Simply don't allow the player into deep water.
Another consideration is pathfinding and a faux 3D world.
If the player can enter deep water, I want them to be able to jump, dive, even fall off cliffs and platforms into it. This gives an extra dimension to jumping puzzles and some realism to the world.
The issue with this is pathfinding. If you can walk over voids but wouldn't necessarily want to, how does the pathfinding system know this?
I don't want to remove click-to-move because I want full phone compatibility, but click-to-move would break with such a system.
One solution would be to remove "falling" altogether and have it so that you have to move to a cliff edge, then continue to click on the water to jump in. Or, have a jump command (double tap?) and have that command able to fall. That would be a jump in the direction you're facing only and can fail.
Anyway, here's a very quick example of option 3, but I'm not happy with the water effect at all.
Once "water" is a defined thing I hope to have such things as water droplets when it rains.
For shallow or waist high water that's fine. Some splashing sound effects, water droplet animations, and the ability to walk in shallow water or wade in slightly deeper water.
But what happens when you get deeper than that?
I have a few options:
1. Swim
The player can swim in deep water up to any depth, moving through it roughly as if it's land. The issue with this is that there has to be a point where the player can't travel any more and that leads to a fourth wall breaking invisible barrier.
2. Drown
The player gradually gets given Damage over Time status effects as they get deeper into water, until they eventually drown. So you travel briefly through deep water but only for small actions.
3. Underwater Maps
Let the player go fully under water and explore the world beneath. Map this as if it's a normal map, do a water overlay, and as the player steps into the water this overlay becomes slightly transparent revealing more of the map.
4. Don't let the player in at all
Simply don't allow the player into deep water.
Another consideration is pathfinding and a faux 3D world.
If the player can enter deep water, I want them to be able to jump, dive, even fall off cliffs and platforms into it. This gives an extra dimension to jumping puzzles and some realism to the world.
The issue with this is pathfinding. If you can walk over voids but wouldn't necessarily want to, how does the pathfinding system know this?
I don't want to remove click-to-move because I want full phone compatibility, but click-to-move would break with such a system.
One solution would be to remove "falling" altogether and have it so that you have to move to a cliff edge, then continue to click on the water to jump in. Or, have a jump command (double tap?) and have that command able to fall. That would be a jump in the direction you're facing only and can fail.
Anyway, here's a very quick example of option 3, but I'm not happy with the water effect at all.
Once "water" is a defined thing I hope to have such things as water droplets when it rains.