Structures & Landmarks
Detailed guidelines, use cases, and tips for creating buildings, landmarks, and other larger structures.
Design Notes
Characteristics
Medium to large size - See Sizing & Quality Guidelines for details about structures
Some are designed to allow players to go inside to explore or complete quests
Some may have animations
Some may be assembled in Game Maker from multiple assets
Considerations
The Modeler and Animator have different size limits. Plan the asset carefully based on the limitations of the module you're using:
Modeler: 256 voxels in 3 dimensions
Animator: 512 voxels in 3 dimensions for unanimated assets 256 voxels in 3 dimensions for animated assets
Adding an animation to the asset creates a single collision for the Asset, so players will not be able to enter it.
Decoration: Players Focus on Quests
Can be animated, but Models should be compact in design for a tight collision boundary
Only special use cases should have many nodes and moving parts
Decoration: Quests and Exploration Can Happen Inside
More space is needed inside (at least 8x8 blocks for a base)
More steps to build openings for players to pass through
Animations can NOT be applied (it will create a boundary around the whole asset)
Component Parts to Assemble
When positioning the pivot point of a Model, position it to make it easy to snap to the grid in Game Maker for easy placement - 32 voxels per block.
Test for z-fighting where colors will overlap when pieces are assembled in Game Maker and are intended to overlap (such as an angled corner. Unify coloring where intersecting pieces are intended.
Find a Creative Flow
Unanimated Basic Building - No Entry
Animated Building - No Entry
Unanimated Building - Player Entry
Landmark - Animated or Not - Player Entry if unanimated or when multiple parts are assembled
Unanimated Building Facade - Player Entry
Structure Component Parts - Some may be animated - Player Entry possible when assembled
Modular Architecture - Player Entry - Designed to be interlocked with itself
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